Re: problem with streaming in the xbox

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : ryok via Audiogames-reflector


  


Re: problem with streaming in the xbox

Do you have screen curtain turned on? if so, turn it off and try again.

URL: https://forum.audiogames.net/post/425936/#p425936




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Re: Dreamland-official version

2019-04-09 Thread AudioGames . net Forum — New releases room : prajwal via Audiogames-reflector


  


Re: Dreamland-official version

hey all i enable to play ths game  i did installed game but  after running dextop shotcut with nvda translet addon  sapi says updadeing then command line error  i get  task list  not found  there is any updated version plese post a  guide and worcking link file convoy is  so  slo for download

URL: https://forum.audiogames.net/post/425935/#p425935




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Re: public record of disciplinary action

2019-04-09 Thread AudioGames . net Forum — Site and forum feedback : SLJ via Audiogames-reflector


  


Re: public record of disciplinary action

I have given AlirezaNosrati a warning for trying to spread out bad rumours while doing a personal attack on one of the developers, without coming up with more facts which proves his post.He did that in post 18 in the following topic, and my warning is in post 19, explaining what he did wrong:https://forum.audiogames.net/post/425933/#p425933

URL: https://forum.audiogames.net/post/425934/#p425934




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Re: Minefield concept demo

2019-04-09 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: Minefield concept demo

AlirezaNosrati wrote:so charlie claimed a game for his own again? damn this guy will never change.Moderation!@AlirezaNosrati: The forum rules clearly says personal attacks and insulting is not allowed, and this is exactly what you are doing in this post. Let me explain this more clearly:1. You say Charlie claimed a game his own again, and then set it up as a question. Fair enough, this is not against the rules. But setting this up as a question the way you do it is not a good idea without any facts at all on why you think the game should not be his own game. You could have wrote your facts on why you don't think it is his own game, and then ask if it's true or not. By writing this as a question the way you do it, is like you conclude that this is the case, without asking. This is a way to spread bad rumours, no matter if that's what you are trying to do or not.2. You write the following: damn this guy will never change. This brakes the rules in the context in how you say this. Let me explain why:By saying that, you just confirms me that you already have made your own conclusion, still without any facts which proves what you are saying, and you are just trying to spread bad rumours while also doing a personal attack.Your English is actually good enough to have said this in a much nicer way if that's what you wanna do.For those reasons, I'm giving you a warning.Please watch your language in the future. If not, then you really need to come up with facts which proves what you are saying.

URL: https://forum.audiogames.net/post/425933/#p425933




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : ogomez92 via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

@11 you do realize that moving the sound position like x -1 0 0 1 0 0 is not real stereo pan right? this engine uuses 3d positioning, so it's going to use other filters to compensate for y and z position as well. this isn't real stereo pan.anyway yeah, the security doesn't sound very good for this engine.

URL: https://forum.audiogames.net/post/425932/#p425932




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

@15There's a few posts around [here] that suggest its even easier than that, such as by renaming the *.exe to *.zip and just straight extracting it, unless they patched it since then. There's also some info [here] that mentions compiling into bytecode with luajit, source obfusticators, and compiling into the exe. Its not much more secure than most interpreted languages, or ultimately any source stored locally on the client. Generally though unless networking and or trolling is involved most people skilled enough won't care, and for anything else get a lawyer.

URL: https://forum.audiogames.net/post/425930/#p425930




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Re: problem with streaming in the xbox

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: problem with streaming in the xbox

Screen resolution means how many pixels on the screen. It is the details of the pictures, combined with the size. It's kind of difficult to explain, but I hope it makes sense.

URL: https://forum.audiogames.net/post/425931/#p425931




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

@15There's a few posts around [here] that suggest its even easier than that, such as by renaming the *.exe to *.zip and just straight extracting it, unless they patched it since then. There's also some info [this] that mentions compiling into bytecode with luajit, source obfusticators, and compiling into the exe. Its notmuch more secure than most interpreted languages, and ultimately any source stored locally on the client. Generally though unless networking and or trolling is involved most people skilled enough won't care, and for anything else get a lawyer.

URL: https://forum.audiogames.net/post/425930/#p425930




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Re: A Heros Call!

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: A Heros Call!

Hi.It works indeed. You don't need an account to pay using a credit card with Paypal.

URL: https://forum.audiogames.net/post/425929/#p425929




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

*NOTE*: this post is subjective. But my point of this post? Don't use LOVE for commercial products!  Old post is below.Um... so looking at the way you distribute game executables with Love... are we sure that antivirus programs don't identify this is malicious? Apparently you supposedly create an executable by just appending a .love file (which is just a zip archive) onto the end of love.exe. That's all wonderful and all, but I see two major problems right off the bat:1. as zip is well-known, its not hard for someone to retrieve the header of a zip file. Knowing that, this makes it possible for someone to, say, extract the .love file from the executable file and then extract the .love file and get the code for the game. This is bad for commercial uses or for storing sensitive information (encryption keys, much?).2. Is this safe to transport? Do AV programs identify it as malicious? If so, then its pretty much BGT all over again.Update: Just scanned it with virus total. No engines found it malicious. (Source of analysis: https://www.virustotal.com/#/file-analy … MDg4OQ==). So that's good. But what about the zip extraction? (I'll use Aeternum Blammo for the below demonstration. As noted on the forum post where you can download it, the original developer has no interest (or no time) in maintaining it, and it doesn't even load in LOVE any longer, so it was a good experimental base.) The zip file format has four magic numbers: none, PK\x03\x04, PK\x05\x06 (empty), and PK\x07\x08 (spanned). Using PK\x03\x04, I found the possible location of the .love file at offset 0x5e400. Knowing that offset, all I need do is...Yep, it worked. So, here's exactly what I did:d:\>file Aeternum-Blammo_v1.0.exe
Aeternum-Blammo_v1.0.exe; PE32+ executable for MS Windows (GUI) Mono/.Net assembly

d:\>python
Python 3.7.3 (v3.7.3:ef4ec6ed12, Mar 25 2019, 22:22:05) [MSC v.1916 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> file=open("Aeternum-Blammo_v1.0.exe", "rb")
>>> data=""
>>> data.find(b"PK\x03\x04")
386048
>>> out=open("out.love", "wb")
>>> out.write(data[0x5e400::])
5780386
>>> out.close()
>>> exit()

d:\>file out.love
out.love; Zip archive data, at least v2.0 to extract

d:\>And there you go; I have the original source code of the game, all its assets and so on. if there's a way to compile the love lua code into native code, I don't know of it -- please let me know! Some notes about this:* The file offset is [not] constant. That is, each "executable"-ized game will have a different offset.* The security for this is sad. Its sadder that you can't compile this to native code. I don't really understand why they couldn't have just used luajit and embedded luac... Maybe that's what lovec is for?I get the spirit behind LOVE -- to make open-source better (or at least that what it seems to be). But there are much better ways of making an executable for a game than just appending data onto the end of an executable and then saying "hey, its an executable!" because, at the end of the day, its really not. As a poster on this reddit thread says, "LÖVE makes it extremely easy to get started on a project and make rapid progress, which is what makes it so good for game jams and prototyping. But there's a tradeoff: the time you save at the start will come back with a vengeance later." Keep using it if you like, I won't stop you. Hell, I couldn't even if I wanted to. Just pointing out things I think are important (or relevant...)

URL: https://forum.audiogames.net/post/425928/#p425928




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

*NOTE*: this post is subjective. But my point of this post? Don't use LOVE for commercial products!  Old post is below.Um... so looking at the way you distribute game executables with Love... are we sure that antivirus programs don't identify this is malicious? Apparently you supposedly create an executable by just appending a .love file (which is just a zip archive) onto the end of love.exe. That's all wonderful and all, but I see two major problems right off the bat:1. as zip is well-known, its not hard for someone to retrieve the header of a zip file. Knowing that, this makes it possible for someone to, say, extract the .love file from the executable file and then extract the .love file and get the code for the game. This is bad for commercial uses or for storing sensitive information (encryption keys, much?).2. Is this safe to transport? Do AV programs identify it as malicious? If so, then its pretty much BGT all over again.Update: Just scanned it with virus total. No engines found it malicious. (Source of analysis: https://www.virustotal.com/#/file-analy … MDg4OQ==). So that's good. But what about the zip extraction? (I'll use Aeternum Blammo for the below demonstration.) The zip file format has four magic numbers: none, PK\x03\x04, PK\x05\x06 (empty), and PK\x07\x08 (spanned). Using PK\x03\x04, I found the possible location of the .love file at offset 0x5e400. Knowing that offset, all I need do is...Yep, it worked. So, here's exactly what I did (using Aeternum Blammo v1.0 from the Love wiki):d:\>file Aeternum-Blammo_v1.0.exe
Aeternum-Blammo_v1.0.exe; PE32+ executable for MS Windows (GUI) Mono/.Net assembly

d:\>python
Python 3.7.3 (v3.7.3:ef4ec6ed12, Mar 25 2019, 22:22:05) [MSC v.1916 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> file=open("Aeternum-Blammo_v1.0.exe", "rb")
>>> data=""
>>> data.find(b"PK\x03\x04")
386048
>>> out=open("out.love", "wb")
>>> out.write(data[0x5e400::])
5780386
>>> out.close()
>>> exit()

d:\>file out.love
out.love; Zip archive data, at least v2.0 to extract

d:\>And there you go; I have the original source code of the game, all its assets and so on. if there's a way to compile the love lua code into native code, I don't know of it -- please let me know! Some notes about this:* The file offset is [not] constant. That is, each "executable"-ized game will have a different offset.* The security for this is sad. Its sadder that you can't compile this to native code. I don't really understand why they couldn't have just used luajit and embedded luac... Maybe that's what lovec is for?I get the spirit behind LOVE -- to make open-source better (or at least that what it seems to be). But there are much better ways of making an executable for a game than just appending data onto the end of an executable and then saying "hey, its an executable!" because, at the end of the day, its really not. As a poster on this reddit thread says, "LÖVE makes it extremely easy to get started on a project and make rapid progress, which is what makes it so good for game jams and prototyping. But there's a tradeoff: the time you save at the start will come back with a vengeance later." Keep using it if you like, I won't stop you. Hell, I couldn't even if I wanted to. Just pointing out things I think are important (or relevant...)

URL: https://forum.audiogames.net/post/425928/#p425928




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

Um... so looking at the way you distribute game executables with Love... are we sure that antivirus programs don't identify this is malicious? Apparently you supposedly create an executable by just appending a .love file (which is just a zip archive) onto the end of love.exe. That's all wonderful and all, but I see two major problems right off the bat:1. as zip is well-known, its not hard for someone to retrieve the header of a zip file. Knowing that, this makes it possible for someone to, say, extract the .love file from the executable file and then extract the .love file and get the code for the game. This is bad for commercial uses or for storing sensitive information (encryption keys, much?).2. Is this safe to transport? Do AV programs identify it as malicious? If so, then its pretty much BGT all over again.Update: Just scanned it with virus total. No engines found it malicious. (Source of analysis: https://www.virustotal.com/#/file-analy … MDg4OQ==). So that's good. But what about the zip extraction? (I'll use Aeternum Blammo for the below demonstration.) The zip file format has four magic numbers: none, PK\x03\x04, PK\x05\x06 (empty), and PK\x07\x08 (spanned). Using PK\x03\x04, I found the possible location of the .love file at offset 0x5e400. Knowing that offset, all I need do is...Yep, it worked. So, here's exactly what I did (using Aeternum Blammo v1.0 from the Love wiki):d:\>file Aeternum-Blammo_v1.0.exe
Aeternum-Blammo_v1.0.exe; PE32+ executable for MS Windows (GUI) Mono/.Net assembly

d:\>python
Python 3.7.3 (v3.7.3:ef4ec6ed12, Mar 25 2019, 22:22:05) [MSC v.1916 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> file=open("Aeternum-Blammo_v1.0.exe", "rb")
>>> data=""
>>> data.find(b"PK\x03\x04")
386048
>>> out=open("out.love", "wb")
>>> out.write(data[0x5e400::])
5780386
>>> out.close()
>>> exit()

d:\>file out.love
out.love; Zip archive data, at least v2.0 to extract

d:\>And there you go; I have the original source code of the game, all its assets and so on. if there's a way to compile the love lua code into native code, I don't know of it -- please let me know! Some notes about this:* The file offset is [not] constant. That is, each "executable"-ized game will have a different offset.* The security for this is sad. Its sadder that you can't compile this to native code. I don't really understand why they couldn't have just used luajit and embedded luac... Maybe that's what lovec is for?I get the spirit behind LOVE -- to make open-source better (or at least that what it seems to be). But there are much better ways of making an executable for a game than just appending data onto the end of an executable and then saying "hey, its an executable!" because, at the end of the day, its really not. As a poster on this reddit thread says, "LÖVE makes it extremely easy to get started on a project and make rapid progress, which is what makes it so good for game jams and prototyping. But there's a tradeoff: the time you save at the start will come back with a vengeance later." Keep using it if you like, I won't stop you. Hell, I couldn't even if I wanted to. Just pointing out things I think are important (or relevant...)

URL: https://forum.audiogames.net/post/425928/#p425928




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

Um... so looking at the way you distribute game executables with Love... are we sure that antivirus programs don't identify this is malicious? Apparently you supposedly create an executable by just appending a .love file (which is just a zip archive) onto the end of love.exe. That's all wonderful and all, but I see two major problems right off the bat:1. as zip is well-known, its not hard for someone to retrieve the header of a zip file. Knowing that, this makes it possible for someone to, say, extract the .love file from the executable file and then extract the .love file and get the code for the game. This is bad for commercial uses or for storing sensitive information (encryption keys, much?).2. Is this safe to transport? Do AV programs identify it as malicious? If so, then its pretty much BGT all over again.Update: Just scanned it with virus total. No engines found it malicious. (Source of analysis: https://www.virustotal.com/#/file-analy … MDg4OQ==). So that's good. But what about the zip extraction? (I'll use Aeternum Blammo for the below demonstration.) The zip file format has four magic numbers: none, PK\x03\x04, PK\x05\x06 (empty), and PK\x07\x08 (spanned). Using PK\x03\x04, I found the possible location of the .love file at offset 0x5e400. Knowing that offset, all I need do is...Yep, it worked. So, here's exactly what I did (using Aeternum Blammo v1.0 from the Love wiki):d:\>file Aeternum-Blammo_v1.0.exe
Aeternum-Blammo_v1.0.exe; PE32+ executable for MS Windows (GUI) Mono/.Net assembly

d:\>python
Python 3.7.3 (v3.7.3:ef4ec6ed12, Mar 25 2019, 22:22:05) [MSC v.1916 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> file=open("Aeternum-Blammo_v1.0.exe", "rb")
>>> data=""
>>> data.find(b"PK\x03\x04")
386048
>>> out=open("out.love", "wb")
>>> out.write(data[0x5e400::])
5780386
>>> out.close()
>>> exit()

d:\>file out.love
out.love; Zip archive data, at least v2.0 to extract

d:\>And there you go; I have the original source code of the game, all its assets and so on. if there's a way to compile the love lua code into native code, I don't know of it -- please let me know! Some notes about this:* The file offset is [not] constant. That is, each "executable"-ized game will have a different offset.* The security for this is sad. Its sadder that you can't compile this to native code. I don't really understand why they couldn't have just used luajit and embedded luac... Maybe that's what lovec is for?I get the spirit behind LOVE -- to make open-source better (or at least that what it seems to be). But there are much better ways of making an executable for a game than just appending data onto the end of an executable and then saying "hey, its an executable!" because, at the end of the day, its really not.

URL: https://forum.audiogames.net/post/425928/#p425928




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

Um... so looking at the way you distribute game executables with Love... are we sure that antivirus programs don't identify this is malicious? Apparently you supposedly create an executable by just appending a .love file (which is just a zip archive) onto the end of love.exe. That's all wonderful and all, but I see two major problems right off the bat:1. as zip is well-known, its not hard for someone to retrieve the header of a zip file. Knowing that, this makes it possible for someone to, say, extract the .love file from the executable file and then extract the .love file and get the code for the game. This is bad for commercial uses or for storing sensitive information (encryption keys, much?).2. Is this safe to transport? Do AV programs identify it as malicious? If so, then its pretty much BGT all over again.Update: Just scanned it with virus total. No engines found it malicious. (Source of analysis: https://www.virustotal.com/#/file-analy … MDg4OQ==). So that's good. But what about the zip extraction? (I'll use Aeternum Blammo for the below demonstration.) The zip file format has four magic numbers: none, PK\x03\x04, PK\x05\x06 (empty), and PK\x07\x08 (spanned). Using PK\x03\x04, I found the possible location of the .love file at offset 0x5e400. Knowing that offset, all I need do is...Yep, it worked. So, here's exactly what I did (using Aeternum Blammo v1.0 from the Love wiki):d:\>file Aeternum-Blammo_v1.0.exe
Aeternum-Blammo_v1.0.exe; PE32+ executable for MS Windows (GUI) Mono/.Net assembly

d:\>python
Python 3.7.3 (v3.7.3:ef4ec6ed12, Mar 25 2019, 22:22:05) [MSC v.1916 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> file=open("Aeternum-Blammo_v1.0.exe", "rb")
>>> data=""
>>> data.find(b"PK\x03\x04")
386048
>>> out=open("out.love", "wb")
>>> out.write(data[0x5e400::])
5780386
>>> out.close()
>>> exit()

d:\>file out.love
out.love; Zip archive data, at least v2.0 to extract

d:\>And there you go; I have the original source code of the game, all its assets and so on. if there's a way to compile the love lua code into native code, I don't know of it -- please let me know! Some notes about this:* The file offset is [not] constant. That is, each "executable"-ized game will have a different offset.* The security for this is sad. Its sadder that you can't compile this to native code. I don't really understand why they couldn't have just used luajit and embedded luac... Maybe that's what lovec is for?I get the spirit behind LOVE -- to make open-source better (or at least that what it seems to be). But there are much better ways of making an executable for a game than just appending data onto the end of an executable and then saying "hey, its an executable!" because, at the endo f the day, its really not. And if Love doesn't provide some kind of compiler (something that's available freely -- luajit)... yeah. I'd personally say, "use it at your own risk!" 

URL: https://forum.audiogames.net/post/425928/#p425928




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

Um... so looking at the way you distribute game executables with Love... are we sure that antivirus programs don't identify this is malicious? Apparently you supposedly create an executable by just appending a .love file (which is just a zip archive) onto the end of love.exe. That's all wonderful and all, but I see two major problems right off the bat:1. as zip is well-known, its not hard for someone to retrieve the header of a zip file. Knowing that, this makes it possible for someone to, say, extract the .love file from the executable file and then extract the .love file and get the code for the game. This is bad for commercial uses or for storing sensitive information (encryption keys, much?).2. Is this safe to transport? Do AV programs identify it as malicious? If so, then its pretty much BGT all over again.Update: Just scanned it with virus total. No engines found it malicious. (Source of analysis: https://www.virustotal.com/#/file-analy … MDg4OQ==). So that's good. But what about the zip extraction? (I'll use Aeternum Blammo for the below demonstration.) The zip file format has four magic numbers: none, PK\x03\x04, PK\x05\x06 (empty), and PK\x07\x08 (spanned). Using PK\x03\x04, I found the possible location of the .love file at offset 0x5e400. Knowing that offset, all I need do is...Yep, it worked. So, here's exactly what I did (using Aeternum Blammo v1.0 from the Love wiki):d:\>file Aeternum-Blammo_v1.0.exe
Aeternum-Blammo_v1.0.exe; PE32+ executable for MS Windows (GUI) Mono/.Net assembly

d:\>python
Python 3.7.3 (v3.7.3:ef4ec6ed12, Mar 25 2019, 22:22:05) [MSC v.1916 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> file=open("Aeternum-Blammo_v1.0.exe", "rb")
>>> data=""
>>> data.find(b"PK\x03\x04")
386048
>>> out=open("out.love", "wb")
>>> out.write(data[0x5e400::])
5780386
>>> out.close()
>>> exit()

d:\>file out.love
out.love; Zip archive data, at least v2.0 to extract

d:\>And there you go; I have the original source code of the game, all its assets and so on. if there's a way to compile the love lua code into native code, I don't know of it -- please let me know! Some notes about this:* The file offset is [not] constant. That is, each "executable"-ized game will have a different offset.* The security for this is sad. Its sadder that you can't compile this to native code. I don't really understand why they couldn't have just used luajit and embedded luac... Maybe that's what lovec is for?

URL: https://forum.audiogames.net/post/425928/#p425928




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

Um... so looking at the way you distribute game executables with Love... are we sure that antivirus programs don't identify this is malicious? Apparently you supposedly create an executable by just appending a .love file (which is just a zip archive) onto the end of love.exe. That's all wonderful and all, but I see two major problems right off the bat:1. as zip is well-known, its not hard for someone to retrieve the header of a zip file. Knowing that, this makes it possible for someone to, say, extract the .love file from the executable file and then extract the .love file and get the code for the game. This is bad for commercial uses or for storing sensitive information (encryption keys, much?).2. Is this safe to transport? Do AV programs identify it as malicious? If so, then its pretty much BGT all over again.Update: Just scanned it with virus total. No engines found it malicious. (Source of analysis: https://www.virustotal.com/#/file-analy … MDg4OQ==). So that's good. But what about the zip extraction? (I'll use Aeternum Blammo for the below demonstration.) The zip file format has four magic numbers: none, PK\x03\x04, PK\x05\x06 (empty), and PK\x07\x08 (spanned). Using PK\x03\x04, I found the possible location of the .love file at offset 0x5e400. Knowing that offset, all I need do is...Yep, it worked. So, here's exactly what I did (using Aeternum Blammo v1.0 from the Love wiki):d:\>file Aeternum-Blammo_v1.0.exe
Aeternum-Blammo_v1.0.exe; PE32+ executable for MS Windows (GUI) Mono/.Net assembly

d:\>python
Python 3.7.3 (v3.7.3:ef4ec6ed12, Mar 25 2019, 22:22:05) [MSC v.1916 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> file=open("Aeternum-Blammo_v1.0.exe", "rb")
>>> data=""
>>> data.find(b"PK\x03\x04")
386048
>>> out=open("out.love", "wb")
>>> out.write(data[0x5e400::])
5780386
>>> out.close()
>>> exit()

d:\>file out.love
out.love; Zip archive data, at least v2.0 to extract

d:\>And there you go; I have the original source code of the game, all its assets and so on. if there's a way to compile the love lua code into native code, I don't know of it -- please let me know! 

URL: https://forum.audiogames.net/post/425928/#p425928




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Re: Love2D: a simple, featureful game engine for most platforms

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Love2D: a simple, featureful game engine for most platforms

Um... so looking at the way you distribute game executables with Love... are we sure that antivirus programs don't identify this is malicious? Apparently you supposedly create an executable by just appending a .love file (which is just a zip archive) onto the end of love.exe. That's all wonderful and all, but I see two major problems right off the bat:1. as zip is well-known, its not hard for someone to retrieve the header of a zip file. Knowing that, this makes it possible for someone to, say, extract the .love file from the executable file and then extract the .love file and get the code for the game. This is bad for commercial uses or for storing sensitive information (encryption keys, much?).2 Is this safe to transport? Do AV programs identify it as malicious? If so, then its pretty much BGT all over again.Update: Just scanned it with virus total. No engines found it malicious. (Source of analysis: https://www.virustotal.com/#/file-analy … MDg4OQ==). So that's good. But what about the zip extraction? The zip file format has four magic numbers: none, PK\x03\x04, PK\x05\x06 (empty), and PK\x07\x08 (spanned). Using PK\x03\x04, I found the possible location of the .love file at offset 0x5e400. Knowing that offset, all I need do is...Yep, it worked. So, here's exactly what I did (using Aeternum Blammo v1.0 from the Love wiki):d:\>file Aeternum-Blammo_v1.0.exe
Aeternum-Blammo_v1.0.exe; PE32+ executable for MS Windows (GUI) Mono/.Net assembly

d:\>python
Python 3.7.3 (v3.7.3:ef4ec6ed12, Mar 25 2019, 22:22:05) [MSC v.1916 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> file=open("Aeternum-Blammo_v1.0.exe", "rb")
>>> data=""
>>> data.find(b"PK\x03\x04")
386048
>>> int(386048)
386048
>>> hex(386048)
'0x5e400'
>>> out=open("out.love", "wb")
>>> out.write(data[0x5e400::])
5780386
>>> out.close()
>>> exit()

d:\>file out.love
out.love; Zip archive data, at least v2.0 to extract

d:\>And there you go; I have the original source code of the game, all its assets and so on. if there's a way to compile the love lua code into native code, I don't know of it -- please let me know! 

URL: https://forum.audiogames.net/post/425928/#p425928




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Re: A Heros Call!

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : Socheat via Audiogames-reflector


  


Re: A Heros Call!

You can use your card with Paypal. It works.

URL: https://forum.audiogames.net/post/425927/#p425927




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : Jonnyboy1991 via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

Well, hey, as long as it works, that's all that matters. Lol.

URL: https://forum.audiogames.net/post/425926/#p425926




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Re: dev exe toolkit version 0.1 will soon be ready

2019-04-09 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: dev exe toolkit version 0.1 will soon be ready

If you really wanted to use the full power of python you could have downloaded files with urllib or requests copyingtext with pyperclip/win32clipboard on windows and speak text througgh tolk/accessible_output/ any other c library which can be wrapped with ctypes.

URL: https://forum.audiogames.net/post/425925/#p425925




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : superb via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

Wow! What an ingenius solution! On my end, even if the games are installed to their default directories and 7Zip is run, it still works.

URL: https://forum.audiogames.net/post/425924/#p425924




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Re: The Blank Game, revived!

2019-04-09 Thread AudioGames . net Forum — New releases room : bigdog via Audiogames-reflector


  


Re: The Blank Game, revived!

keep up the hard work! Looking forward to trying it out. Also complete translation of the blank game would be awesome.

URL: https://forum.audiogames.net/post/425923/#p425923




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Re: dev exe toolkit version 0.1 will soon be ready

2019-04-09 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: dev exe toolkit version 0.1 will soon be ready

i fully agree with @7, @9 and @10. This is totally useless.

URL: https://forum.audiogames.net/post/425922/#p425922




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Re: Russian language and nvda

2019-04-09 Thread AudioGames . net Forum — Off-topic room : SkyLord via Audiogames-reflector


  


Re: Russian language and nvda

Use ESpeak russian varient. Or use russian vocalisers but that's, meh.

URL: https://forum.audiogames.net/post/425921/#p425921




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Re: looking for some vms for virtual box

2019-04-09 Thread AudioGames . net Forum — Off-topic room : adel . spence via Audiogames-reflector


  


Re: looking for some vms for virtual box

can you give it to me?

URL: https://forum.audiogames.net/post/425920/#p425920




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Re: Looking for the source of an old Apple IIE game

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : nolan via Audiogames-reflector


  


Re: Looking for the source of an old Apple IIE game

Thanks, all, for the pointers. I'll check them out and see if my idea would have brought anything to the table before testing it out.

URL: https://forum.audiogames.net/post/425919/#p425919




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Re: Minefield concept demo

2019-04-09 Thread AudioGames . net Forum — New releases room : AlirezaNosrati via Audiogames-reflector


  


Re: Minefield concept demo

so charlie claimed a game for his own again? damn this guy will never change.

URL: https://forum.audiogames.net/post/425918/#p425918




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Re: vandettacrime a new browser based game by nonvisiongames

2019-04-09 Thread AudioGames . net Forum — New releases room : pelantas via Audiogames-reflector


  


Re: vandettacrime a new browser based game by nonvisiongames

Hi all,This message is to notify you that the adclicks are fixed. These adclicks, for screenreader users, are labled 1 button, till 5 button. The top four are perfectly usable for screenreader users, the fifth one, only is usable when you are able to solve a small captcha ... Anyhow, for anyone who wants a few extra pounds to play with, as well as a few extra credits, then feel free to use those and vote for vandettacrime on the various toplists.For any questions, don't hesitate to drop them in my inbox, that's on what i am sitting here for after all Have a great day guys and girls.Greetz pelantas

URL: https://forum.audiogames.net/post/425917/#p425917




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : Jonnyboy1991 via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

You wouldn't think that this should work, but it does. Download 7zip and run the games through there. Open up 7zip file manager, have the game installed to a different directory other than the default, open 7zip and just press enter on the .exe file. That should, and will work.

URL: https://forum.audiogames.net/post/425916/#p425916




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : Jonnyboy1991 via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

download 7zip and run the games through there. Open up 7zip file manager, have the game installed do a different directory other than the default, open 7zip and just press enter on the .exe file. That should, and will work.

URL: https://forum.audiogames.net/post/425916/#p425916




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : JLove via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

Hmm.  Did you run the configuration manager prior to running the game?

URL: https://forum.audiogames.net/post/425915/#p425915




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Re: Do you want to learn python?

2019-04-09 Thread AudioGames . net Forum — Developers room : devinprater via Audiogames-reflector


  


Re: Do you want to learn python?

Thanks so much for these tutorials. I'd mention that Mac users are so much better off installing Homebrew and installing Python that way, but beginners may want to just get started quickly, although homebrew offers updating, and the delights of package management. Also, of course, Emacs and ElPy are great for Python, but I've not explored how good Visual Code is yet.

URL: https://forum.audiogames.net/post/425914/#p425914




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Re: Eurofly is driving me crazy!

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Eurofly is driving me crazy!

@7, just because you are blind does in no way mean that the laws of the universe do not apply to you. Just because you are blind doesn't mean that, when you call something a flight simulator, you shouldn't do your best to use the physics engines available to you, the information on how aircraft work, and the mathematics to generate the appropriate physics to make it feel realistic and interesting.

URL: https://forum.audiogames.net/post/425913/#p425913




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : Naruto via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

still no luck. now i'm getting the first error i got before.Error 432: File name or class name not found during Automation operation while loading file say config first.

URL: https://forum.audiogames.net/post/425912/#p425912




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Re: Windows server?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Windows server?

What? That's terrible customer service! Is it possible for them to remote into the VPS and enable audio? They may have to get your permission, but at least you'll get the problem solved. I'd contact them again about the issue. That's absolutely unacceptable! If they won't help you, quit paying for that VPS and move on.Alternatively, you could get a Linux VPS. Linux is cheaper and extremely accessible because you're doing everything from the command line over SSH. Sure, you have to learn the commands, but it works really well once oyu know what you're doing.

URL: https://forum.audiogames.net/post/425911/#p425911




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Re: Restricted/new users: introduce yourself!

2019-04-09 Thread AudioGames . net Forum — Introduce Yourself to Gain Access : coldshadow via Audiogames-reflector


  


Re: Restricted/new users: introduce yourself!

Hello, I've been a browser of this site for years, but now wish to be more active in the community. I look forward to future interactions.My name is James.

URL: https://forum.audiogames.net/post/425910/#p425910




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Re: Eurofly is driving me crazy!

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : seb2314 via Audiogames-reflector


  


Re: Eurofly is driving me crazy!

At post 7 I played this game quite a lot before getting bored of it, so i have no idea where you got the impression that I, for one, said I can't play it and two, I just can't seem to find evidence where we suggested people not to play this game in both post three and four. We're all entitled to our opinion, however as much as this game can be enjoyable for some it doesn't mean it should be called a flight sim. Besides, the game being for blind users has nothing to do with what I've mentioned above.

URL: https://forum.audiogames.net/post/425909/#p425909




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Re: Eurofly is driving me crazy!

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : seb2314 via Audiogames-reflector


  


Re: Eurofly is driving me crazy!

At post 7 you made my day. I played this game quite a lot before getting bored of it, so i have no idea where you got the impression that I, for one, said I can't play it and two, I just can't seem to find evidence where we suggested people not to play this game in both post three and four. We're all entitled to our opinion, however as much as this game can be enjoyable for some it doesn't mean it should be called a flight sim. Besides, the game being for blind users has nothing to do with what I've mentioned above.

URL: https://forum.audiogames.net/post/425909/#p425909




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Re: Want to AirPlay or ChromeCast to a windows or Mac computer?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : ironcross32 via Audiogames-reflector


  


Re: Want to AirPlay or ChromeCast to a windows or Mac computer?

I have Reflector III, same deal, think it was like $17.99, works fine. Latency is usually low, however, it can be higher at some points, in which case, just stop mirroring and restart and it should clear up. There was a free one, which works, but had higher latency than Reflector.

URL: https://forum.audiogames.net/post/425908/#p425908




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Re: Eurofly is driving me crazy!

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Eurofly is driving me crazy!

Who says we can't play it. I've completed at least some of the tasks, but there is no enjoyment because almost every area of the flight model is incorrect in some way or other. Also, I'm not sure why you felt the need to snap at us a month after the last post.

URL: https://forum.audiogames.net/post/425907/#p425907




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Re: Eurofly is driving me crazy!

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : ManiaCs via Audiogames-reflector


  


Re: Eurofly is driving me crazy!

Post 3 and 4 you know this is for blind users?I dont understand why you dislike this game soo much.If its because you cant play it dont make others to not play it.At first seems complicate but when you learn the mechanics this game is easy.Lets say the current take off speed is 260Km/h.Me personally i drive until 240Km/h then press delete start rising my nose to 15 then i hear a wind sound i retract my flaps and landing gear then i check the speed and i match it.After i hear takeoff succesfull i start heading to my destination.

URL: https://forum.audiogames.net/post/425906/#p425906




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Re: Windows server?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : mohamed via Audiogames-reflector


  


Re: Windows server?

yes. it is a VPS I contacted the support. but  they didn’t help me at all. only they give me some   useless   documentation about how to turn on audio  my VPS  hosting  provider is 1&1 ionos. but the thing that make me crazy is that they have a whole  documentation about screen readers. but when I contact them they didn’t help me at all

URL: https://forum.audiogames.net/post/425905/#p425905




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Re: Books by Stephen King

2019-04-09 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: Books by Stephen King

I really enjoyed the green mile, more than I expected. To say how long the book is Mrs. Dark and I got through it rather quickly.I also quite enjoyed the film, which was rather surprising, but then again that's one film adaptation that stayed extremely close to the book.

URL: https://forum.audiogames.net/post/425904/#p425904




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Re: Windows server?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Windows server?

Is this a VPS? I'd actually be really curious to learn more about Windows Server myself. What is Remote Server Desktop? Is it Windows Remote Assistance?As for your issue, have you tried getting someone with vision to help you. Is the sound muted? I assume you'd just have to unmute it from the system tray, but I have no idea how Windows server works.Alternatively, you could contact technical support if it's a VPS and explain you're blind and need assistance turning on audio. From that point, you should be able to press control+Windows+enter to start Narrator and use the browser to install NVDA. After that, install NVDA Remote and you should be able to control the server remotely using NVDA from your local computers.

URL: https://forum.audiogames.net/post/425903/#p425903




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Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

Yeah, there are a few things you can do, I wrote about it in some of the posts above, I'd recommend checking there.

URL: https://forum.audiogames.net/post/425902/#p425902




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Re: Minefield concept demo

2019-04-09 Thread AudioGames . net Forum — New releases room : aaron via Audiogames-reflector


  


Re: Minefield concept demo

This is a nice game. I'm up to 23 achievements so far.

URL: https://forum.audiogames.net/post/425901/#p425901




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Re: Jailbreak tweaks for the blind

2019-04-09 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Jailbreak tweaks for the blind

Mazen, does Unc0ver work on an iPhone 6? I saw iPhone 6s listed, but not 6.

URL: https://forum.audiogames.net/post/425900/#p425900




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Russian language and nvda

2019-04-09 Thread AudioGames . net Forum — Off-topic room : milos via Audiogames-reflector


  


Russian language and nvda

Hello, i need some advices about using nvda screen reader set on russian language. Does have any vocalisers because standard voices i can understand. I must to say that now i start to learn russian language and when i wisiting some sites on russian language i'm confused with it because nvda voices read so bad russian words.

URL: https://forum.audiogames.net/post/425899/#p425899




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Re: Trying to get Love2D game working under Windows, works fine on Linux

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Trying to get Love2D game working under Windows, works fine on Linux

Wait, the DLLs in x86 are 64-bit? Damn, that solves a problem I was having with QT involving Tolk and my app crashing whenever I opened a particular dialog! (Not really sure why it was crashing only in *that* dialog...)

URL: https://forum.audiogames.net/post/425898/#p425898




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Re: Minefield concept demo

2019-04-09 Thread AudioGames . net Forum — New releases room : audiogame via Audiogames-reflector


  


Re: Minefield concept demo

I didn't say 99.9. I said 99.0. And I don't see what you did. You only gave me a small template which could pretty much be used for anything, and the idea. That's about it.

URL: https://forum.audiogames.net/post/425897/#p425897




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Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's share some useful Python code

keithwipf1 wrote:If I do add code to auto generate a key, as long as it's not anything more than user convenience, how would I make sure the right person is decrypting the key?Internet access, just, isn't reliable. You may have none, or you may be so filtered that you can't even access a service (unlikely) or it could take for ever and everyone might think that you're program is really slow and then you must deal with HTTP libs, and all that fun stuff.Maybe, just a silly idea maybe, you should do things multithreaded? And throw the key around? Or do something so that if one process pauses the others will wipe the key and die?First: "If I do add code to auto generate a key, as long as it's not anything more than user convenience, how would I make sure the right person is decrypting the key?" You don't. That's the answer. You cannot determine who is decrypting your file and who is not without adding in internal tracking and all of that, and you'd need a remote service, and even that wouldn't be reliable. If you want that kind of control, you'll need something far more complex than simply encryption, something like ED DSA signing.Second: "Internet access, just, isn't reliable. You may have none, or you may be so filtered that you can't even access a service (unlikely) or it could take for ever and everyone might think that you're program is really slow and then you must deal with HTTP libs, and all that fun stuff." This is not true. AWS, for example, is well known for being very fast and responsive (does the fact that governments rely on AWS tell you something?). Furthermore, AWS has a Python SDK to interact with their APIs. They've got SDKs in many languages, in fact, that take care of the complex plumming for you. Its called botocore and boto3. Both of which you'll need. I'll provide an example after I'm done with this part. Plus, HTTP requests that involve small things such as retrieving crypto keys usually only take a few seconds, if not less than that.Third: "Maybe, just a silly idea maybe, you should do things multithreaded? And throw the key around? Or do something so that if one process pauses the others will wipe the key and die?" No. Just no. Not unless you want to master IPC and (somehow) securely pass the key between threads without causing data races, deadlocks, and so on. GCM is already parallelized -- there is absolutely no need, whatsoever, for you to attempt to parallelize it any more than it already is. Keep in mind that the more threads and/or processes that access sensitive data like crypto keys, the less secure the overall process environment is, purely because you are passing that sensitive data all over the place. That leaves traces everywhere, and for a language like Python... yeah, not a good idea.Now, for a sample of AWS SDKs...import boto3
import botocore
kms_client = boto3.Session(aws_access_key_id="key_id", aws_secret_access_key="access_key", region_name="region").client("kms")
# get a data key. Requires you to create a customer master key (CMK)
# either through the AWS console or through the API.
data_key = kms_client.generate_data_key(KeyId="key_id", NumberOfBytes=32)
assert len(data_key["Plaintext"])==32
# Get us a random nonce
nonce = kms_client.generate_random(NumberOfBytes=24)["Plaintext"]
assert len(nonce)==24
# replace write() with your actual file IO routines
write(nonce, 24)
write(data_key["CiphertextBlob"], len(data_key["CiphertextBlob"]))
# read data...

URL: https://forum.audiogames.net/post/425896/#p425896




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Re: Windows server?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : mohamed via Audiogames-reflector


  


Re: Windows server?

how I can turn on the sound. I am using  Remote  server desktop

URL: https://forum.audiogames.net/post/425895/#p425895




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Re: Trying to get Love2D game working under Windows, works fine on Linux

2019-04-09 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Trying to get Love2D game working under Windows, works fine on Linux

Got it, thanks! Found a 32-bit Tolk.dll in my local installation of New Horizons.No one else showed for my meeting, so I skipped out early and fought through what was needed to get speech support working under Win32. I can confirm that, with the new speech.lua, my code ran unmodified under both Windows and Linux--at least, it runs under Wine.I think this engine is well worth checking out for anyone wanting to write audio games on multiple platforms but not wanting to find and assemble a set of working libraries.

URL: https://forum.audiogames.net/post/425894/#p425894




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Re: SpaceX Falcon Heavy ARABSAT-6A Launch: April 10th

2019-04-09 Thread AudioGames . net Forum — Off-topic room : magurp244 via Audiogames-reflector


  


Re: SpaceX Falcon Heavy ARABSAT-6A Launch: April 10th

News has been a rumbling of the much anticipated second Falcon Heavy launch, and the moment is upon us with the Arabsat-6A satellite. There's an 80% probability of favorable weather conditions tomorrow at Launch Complex 39A at Kennedy Space Center in Florida, with the window open between 6:35pm EDT to 8:32pm EDT. In the event of a scrub a backup window is set for Thursday, April 11 at 6:35pm EDT to 8:31pm EDT, with satellite deployment 34 minutes after liftoff. The two booster cores are set to attempt touchdown at Landing Zones 1 and 2 at Cape Canaveral Air Force Station in Florida, whilst the Falcon Heavy Core will attempt a landing on the drone ship "Of Course I Still Love You" in the Atlantic Ocean.The live webcast is set to start within 26 hours of this post, which you can watch [here].

URL: https://forum.audiogames.net/post/425890/#p425890




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Re: Windows server?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : black_mana via Audiogames-reflector


  


Re: Windows server?

helloyou will have to   start up the Narrator  , then use the browser to get access to the internet, download the nvda from their and install it, that's what i always do, you mite want to  activate the sound  for the windows if it's off, i   usually  need someone to do it for me

URL: https://forum.audiogames.net/post/425893/#p425893




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Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : Che via Audiogames-reflector


  


Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

Here are my assignments 1 and 2. I hope I didn't miss something in the instructions, these are raw .rpp files. Is there a better way to save these so it will pull the audio into the project on your end once loaded, or are you just inserting the audio files manually once you load our setups? Much thanks for you guys for being so generous with your time.http://www.blindadrenaline.com/download … ts_1-2.zip

URL: https://forum.audiogames.net/post/425892/#p425892




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Re: SpaceX Falcon Heavy ARABSAT-6A Launch: April 10th

2019-04-09 Thread AudioGames . net Forum — Off-topic room : magurp244 via Audiogames-reflector


  


Re: SpaceX Falcon Heavy ARABSAT-6A Launch: April 10th

News has been a rumbling of the much anticipated second Falcon Heavy launch, and the moment is nigh upon us with the Arabsat-6A satellite. There's an 80% probability of favorable weather conditions tomorrow at Launch Complex 39A at Kennedy Space Center in Florida, with the window open between 6:35pm EDT to 8:32pm EDT. In the event of a scrub a backup window is set for Thursday, April 11 at 6:35pm EDT to 8:31pm EDT, with satellite deployment 34 minutes after liftoff. The two booster cores are set to attempt touchdown at Landing Zones 1 and 2 at Cape Canaveral Air Force Station in Florida, whilst the Falcon Heavy Core will attempt a landing on the drone ship "Of Course I Still Love You" in the Atlantic Ocean.The live webcast is set to start within 26 hours of this post, which you can watch [here].

URL: https://forum.audiogames.net/post/425890/#p425890




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Want to AirPlay or ChromeCast to a windows or Mac computer?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : masonian via Audiogames-reflector


  


Want to AirPlay or ChromeCast to a windows or Mac computer?

Hi,So I've been playing around with programs on windows and mac to allow ChromeCast/AirPlay to work on my windows or mac machine. The point? Allow me to wirelessly send audio from my iPad or iPhone to my pc without routing VoiceOver. The result? AirServer.One License costs $19.99. The license is for either windows or mac, you have to buy licenses separately. However, each license is activateable on unlimited windows and mac devices, and they have a bundle which gives you a $4 discount, $35. It has screen mirroring, with audio output selection. Works like a charm so far, no issues! Definitely check it out if you need something like this as I did.My usageI've got AirServer broadcasting to a Bluetooth speaker. The advantage of this is that I can have multiple things send to this speaker without reconnecting it individually to each device, and as I said before, VoiceOver will not come through the bt speaker itself, but through the iPhone's speaker.

URL: https://forum.audiogames.net/post/425891/#p425891




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Re: SpaceX Falcon Heavy ARABSAT-6A Launch: April 10th

2019-04-09 Thread AudioGames . net Forum — Off-topic room : magurp244 via Audiogames-reflector


  


Re: SpaceX Falcon Heavy ARABSAT-6A Launch: April 10th

News has been a rumbling of the much anticipated second Falcon Heavy launch, and the moment is nigh upon us with the Arabsat-6A satellite. There's an 80% probability of favorable weather conditions tomorrow at Launch Complex 39A at Kennedy Space Center in Florida, with the window open between 6:35pm EDT to 8:32pm EDT. In the event of a scrub a backup window is set for Thursday, April 11 at 6:35pm EDT to 8:31pm EDT, with satellite deployment 34 minutes after liftoff. The two booster cores are set to attempt touchdown at Landing Zones 1 and 2 at Cape Canaveral Air Force Station in Florida, whilst the Falcon Heavy Core will attempt a landing on the drone ship "Of Course I Still Love You in the Atlantic Ocean.The live webcast is set to start within 26 hours of this post, which you can watch [here].

URL: https://forum.audiogames.net/post/425890/#p425890




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Re: graphic audio music?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : enes via Audiogames-reflector


  


Re: graphic audio music?

And I wondder, why am I like the only  person contributing to this lol?A guy on reddit has put together a stormlight archive shockwave sound spotify playlist.https://open.spotify.com/user/holidayfo … Wzi7IUrWlRHow do any of you interested, if there are any,  find it if I create a google spreadsheet, with trackname, company, and other info, such as where it is used. I would make a edit enabled link for people wanting to contribute.

URL: https://forum.audiogames.net/post/425889/#p425889




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Re: graphic audio music?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : enes via Audiogames-reflector


  


Re: graphic audio music?

And I wondder, why am I like the only  person contributing to this lol?A guy on reddit has put together a stormlight archive shockwave sound spotify playlist.https://open.spotify.com/user/holidayfo … Wzi7IUrWlR

URL: https://forum.audiogames.net/post/425889/#p425889




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Re: Windows server?

2019-04-09 Thread AudioGames . net Forum — Off-topic room : mohamed via Audiogames-reflector


  


Re: Windows server?

sorry for double posting. but please. I need help

URL: https://forum.audiogames.net/post/425888/#p425888




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Re: Trying to get Love2D game working under Windows, works fine on Linux

2019-04-09 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Trying to get Love2D game working under Windows, works fine on Linux

The changes appear to be recent, febuary I think, some changes to appveyor and a new build process. Fortunately I have an earlier version around that works, if you just need the 32 bit dll's you can grab a test script off my repo [here]. Or if you prefer I can upload my full copy of the Tolk archive.

URL: https://forum.audiogames.net/post/425887/#p425887




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Re: The Blank Game, revived!

2019-04-09 Thread AudioGames . net Forum — New releases room : boy via Audiogames-reflector


  


Re: The Blank Game, revived!

Is this in Hell or No Future mode? If it is, I had never tested those modes and it might be a bug I just never saw. Also, if you guys want, I can finish translating The Blank Game 1. All I needed was the Alternative Magic source which is already put together, and the sounds, which I have. I'd just need to play the entire game over again, but it's possible once I finish The Blank Game 2. It's getting closer, by the way. I'm now at the second visit to the Palador Hideout after the Manalyth Factory. SLIGHTSPOILERS.Below are some of the messages from Mysteries Of The Ancients and the introduction of the Dark Forest Full Of Pokemon, just so you can have a sneak preview.In Mysteries of the Ancients.Sierra: guys, I'm very worried about Demise or Domination. Can we please go check it out?Move: it's OK. Isn't the place run by Irodium?Sierra: it is, but I have 4 kids and my husband who's blind, and Leefox might beat Irodium! Garganchan: here's something I found out about 8 6 7 5 3 O 9 bombs. They're really just sounds, and sounds can't hurt humans. This is also life, so Irodium won't get hurt that bad.Step Instructor: want me to go and check out Demise or Domination for you? Sierra: we need to go, I can't take this!Move: we can go after Mysteries of the Ancients, OK? We only have 1 more paper left.Sierra: OK, we'll find the paper.After changing the last paper.Move: that's it, the last paper!Garganchan: stay alert, guys. There might be a booss.Sierra: I don't see a booss, but I do see some kind of giant rock.Step Instructor: is it just another giant?Earthquake sound.Garganchan: this, this is a Promol...Rock Throw attack sound.As I was saying before it threw a rock at me, this is a Promolder.It's used to guard places like this, and I bet Leefox put it here.Move: should we fight it off?Step Instructor: obviously! You may need my...Mudslide Attack sound.Garganchan: Step Instructor! Sierra: this is gunna be one heck of a fight. If I remember correctly from Manamon, this will do 2 times the damage!Freeze Attack sound.Move: yes! Sierra, you have the best magic attack stat out of the 3 of us. Use Freeze Attack while we take the damage and dodge!After the fight.Sierra: that was a lot of magical fighting!Garganchan: OK, now that's done. Sierra: is it safe to revive Jenny now?Author: it's Step Instructor! I want you to stop using real names, and that includes all names. Example: on the forum, my name is Boy. In this game, I am Author because I developed this game.Revival sound.Step Instructor: where am, I? The booss?Move: the booss was defeated.Step Instructor: Mudslide is, one of my major, weaknesses.Sierra: let's get out of here before another Promolder finds us...Author: speaking of Promolder and Earth attacks, I think I'll give you this!Sierra: I'll go check on Demise or Domination. Who wants to go to the forest?Garganchan: I'm going to Demise or Domination, I've helped her once already and I wanna continue! Plus, Deciced is weak to all my attacks and has a double weakness to my new Power Kick!Move: Jenny and I will go to the forest, then.Step Instructor: Move, remember what the Author said? Use our given names (the names given to us by the Author).Move: right, let's go.Now, in the forest.Move: this place is huge, and their's no map!Step Instructor: where are the Pokemon? I see exactly 0 Pokemon here.Move: well, how about we do this. I'll go search and destroy anything that comes up on this road to the left of the entrance. How about you climb up their and wait for Leefox?Step Instructor: OK, I'll surprise him with a nice Step Kick Combo or something when he gets here.Now, in the Bioplace.After the phone call finishes.Banyardan: I've picked up some Pokemon. Are we ready to go?Leefox: yeh, let's go! Trump will never get past our Pokeys!Banyardan: Leefox, can't you just say Pokemon?Leefox: nope, I like to call them our Pokeys. Anyway, let's hop into the What Does The Fox Say car and get going. Banyardan: let's get moving, Pokemon! So, they arrived. Leefox was just about to get out of the car when something jumped out at him from the entrance and knocked him to the ground. Banyardan, not realizing this, took the Pokemon and went to the left. When Leefox opened his eyes again, he saw nothing. Until,So you didn't see me coming, 8 6 7 5 3 O Fox?Leefox: Jenny!Step Instructor: remember the name rule, Leefox. Either way, I gave you 75 Basics.Leefox: 75? 75 Basics! How did you get past my good defense!Step Instructor: good defense? I wouldn't exactly call 90 defense at level 45 good.Leefox: well I have 9500 HP, 110 attack, 100 magic attack, and 105 speed! I also have Earthquake, Gammadrain, Berserk Branch, Strongest Bang (added in 1.0), Ice Tempest, Blaze Rampage, Power Kick, and best of all, 867-5309!Step Instructor: 867-5309 is an attack?Leefox: yeh, it is! Just so I can get rid of you! Habakabakabakabakabakababababakakakakabaka!Step Instructor: well then, where are your Pokemon

Re: Minefield concept demo

2019-04-09 Thread AudioGames . net Forum — New releases room : cmerry via Audiogames-reflector


  


Re: Minefield concept demo

Audiogame, might wanna check your skype. If you check the readme, you’ll see i credited you for the other stuff you added like the brandon / sediment enemies, etc etc. And i think 99.9 per cent is giving yourself quite a lot of credit. Anyway.Btw about the mine detecter, yeah that one was a bit of an over site on my part. I was doing an english assignment while writing that reply, so yeah.

URL: https://forum.audiogames.net/post/425885/#p425885




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Re: Minefield concept demo

2019-04-09 Thread AudioGames . net Forum — New releases room : cmerry via Audiogames-reflector


  


Re: Minefield concept demo

Audiogame, might wanna check your skype. If you check the readme, you’ll see i credited you for the other stuff you added like the brandon / sediment enemies, etc etc. And i think 99.9 per cent is giving yourself quite a lot of credit. Anyway.

URL: https://forum.audiogames.net/post/425885/#p425885




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Re: Reading Tables with JAWS/NVDA in Jarte

2019-04-09 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: Reading Tables with JAWS/NVDA in Jarte

Yes, I think the support of Jarte should be contacted and they could do something.

URL: https://forum.audiogames.net/post/425884/#p425884




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : JLove via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

I got the BSC games to work fine on Windows.  I created a batch file that automates the process for you.  Simply run the batch file by pressing enter on it or double clicking it, and troopanum  2 should start, assuming that you installed it to the default directory.  If you have issues, let me know.  Download it here:https://www.dropbox.com/s/451zebn1p66ld … p.bat?dl=1

URL: https://forum.audiogames.net/post/425881/#p425881




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Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : drums61999 via Audiogames-reflector


  


Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

155, that makes a lot more sense now. Thanks!

URL: https://forum.audiogames.net/post/425883/#p425883




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : JLove via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

I got the BSC games to work fine on Windows.  I created a batch file that automates the process for you.  Simply run the batch file by pressing enter on it or double clicking it, and troopanum should start, assuming that you installed it to the default directory.  If you have issues, let me know.  Download it here:https://www.dropbox.com/s/451zebn1p66ld … p.bat?dl=1

URL: https://forum.audiogames.net/post/425881/#p425881




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : JLove via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

I got the BSC games to work fine on Windows.  I created a batch file that automates the process for you.  Simply run the batch file by pressing enter on it or double clicking it, and troopanum should start, assuming that you installed it to the default directory.  Download it here:https://www.dropbox.com/s/451zebn1p66ld … p.bat?dl=1If you have issues, let me know.

URL: https://forum.audiogames.net/post/425881/#p425881




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Re: dev exe toolkit version 0.1 will soon be ready

2019-04-09 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: dev exe toolkit version 0.1 will soon be ready

Um, maybe we could be a little bit nicer than this?I will just say, this isn't something I'd pay 100 dollars for.Pyperclips can manage you're clipboard in Python, I made the smallest wrapper ever for Tolk, and hello, wxget, thank you for helping me download that file! Simter, maybe try something that is not available in BGT.The app may still take time to load, but at least it'll be doing something that you would have to write code to do otherwise.

URL: https://forum.audiogames.net/post/425882/#p425882




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : JLove via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

I got the BSC games to work fine on Windows.  I created a batch file that automates the process for you.  Simply run the batch file and troopanum should start, assuming that you installed it to the default directory.  Download it here:https://www.dropbox.com/s/451zebn1p66ld … p.bat?dl=1If you have issues, let me know.

URL: https://forum.audiogames.net/post/425881/#p425881




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Re: Minefield concept demo

2019-04-09 Thread AudioGames . net Forum — New releases room : audiogame via Audiogames-reflector


  


Re: Minefield concept demo

lmfao? Charlie. You added the mine detector? I'm only going to step in here to say one thng. 99% of this game's code is mine. I'm not even starting a flame war. I am just saying it as it is. I have no idea how he even managed to get this version, and yeah, I don't care that it's out because it was his idea, but I don't like him saying he did stuff he didn't. Lol just saying.

URL: https://forum.audiogames.net/post/425880/#p425880




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Re: Trying to get Love2D game working under Windows, works fine on Linux

2019-04-09 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Trying to get Love2D game working under Windows, works fine on Linux

Aww, should've checked GitHub issues first. That is indeed the problem.Are the *other* DLLs in the x86 directory 32-bit? And does someone have a 32-bit tolk.dll they could send me?Or should I even *bother* building 32-bit games? I mean, even my cheap Android phone is 64-bit, as are both my Raspberry Pis and my Tinkerboard. 

URL: https://forum.audiogames.net/post/425879/#p425879




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Trying to get Love2D game working under Windows, works fine on Linux

2019-04-09 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Trying to get Love2D game working under Windows, works fine on Linux

Hey folks, I'm trying to port my Love2D speech code over to Windows and am having a few issues. Things work fine under Linux, and I lifted some Tolk Lua FFI code from Pokeymon Crystal Access, but thus far things aren't working at all under Windows.I'll skip over my battles with the graphics on my VM. I thought I'd create a test game and try running it under my 32-bit Wine prefix. So I grabbed 32-bit Love2D and the Tolk DLLs from here:https://ci.appveyor.com/api/projects/dk … nch=masterI then copied the DLLs out of the x86 directory into my game's directory and tried running it, but Wine threw an "EXE format error: %1" when trying to load Tolk.dll.It's almost as if the Tolk DLLs in the x86 directory are corrupt, though I've downloaded them twice now. I'm actually wondering if the DLLs in the x86 directory are 64-bit, and indeed someone at least got to a black screen running my game under 64-bit Love, but I don't know how to tell if a DLL is 32-bit or 64-bit.Are these Tolk DLLs getting incorrectly packaged in the wrong directory, and should I file a Tolk issue? Or am I on the wrong path with this?I'll update this thread as the debugging progresses, but I have to break for a meeting and won't be able to get back to this for a bit. Thanks for any help.

URL: https://forum.audiogames.net/post/425878/#p425878




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Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector


  


Re: Let's share some useful Python code

Hi,Thanks for once again helping.Line 9. That's not actually used anywhere, I figured it would maybe fool a newbie who is just looking for easy sounds into thinking they've got the nonce, Line 11. Oops, easy fix.In generate, that code is trying to make sure that the resulting data is a multiple of 16 bytes long so that I can pass it to encrypt.Though, if it's a stream I probably don't need that code but the extra characters are ignored when loading the pack so it doesn't matter.Using a hash is probably 5% more secure than just passing the key, at least someone will have to hash the key before decrypting. Anyway, it's better than just adding a character to the end of the key until it's the right length, because that might make brute forcing more effective if someone can see the source for this script.When looking for the Nonce, I read backward 16 characters from the end of a file.Since I called the os.urandom() or what ever it is with 16, as long as it was put at the end of the file, finding the Nonce is reliable as long as no one puts data in there and ruins there pack file in the process.If I do add code to auto generate a key, as long as it's not anything more than user convenience, how would I make sure the right person is decrypting the key?Internet access, just, isn't reliable. You may have none, or you may be so filtered that you can't even access a service (unlikely) or it could take for ever and everyone might think that you're program is really slow and then you must deal with HTTP libs, and all that fun stuff.Maybe, just a silly idea maybe, you should do things multithreaded? And throw the key around? Or do something so that if one process pauses the others will wipe the key and die?Just an idea.

URL: https://forum.audiogames.net/post/425877/#p425877




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Re: can't play the Troopanum games on my windows 10 pc

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: can't play the Troopanum games on my windows 10 pc

Part of the problem of a sticky topic though, is there isn't a definite fix for this. I've tried running as admin, I've tried running from the run dialogue, I've tried monkeying with compatibility mode settings and the like and nothing works. its odd, I think the BSC games are literally the only xp era titles I've tried that haven't worked correctly on windows 10, and even among those, hunter still works fine. Its a shame, I do rather miss pipe2 andd troopanum 2.

URL: https://forum.audiogames.net/post/425876/#p425876




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Re: what's the best way to learn an additional language

2019-04-09 Thread AudioGames . net Forum — Off-topic room : AlexN94 via Audiogames-reflector


  


Re: what's the best way to learn an additional language

@Dark Eagle: I can't say I do, sorry. The one I'm going through is based on the ideas by Michel Thomas, but googling him and his methods brings up a bunch of criticism in regards to how effective it really is. Still, I reckon it works as a decent start if nothing else. Maybe google "Michel Thomas Japanese" and see what comes up?

URL: https://forum.audiogames.net/post/425875/#p425875




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Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

The first and fourth band are set to low and high shelf respectively. You will have to change them to band. I usually end up deleting them all so there is one band, then adding more as I need them. Anyway, it's an EQ, so set the frequency around which the band is to be centered, then changes to the gain will have the effect you desire. Changes to the bandwidth will adjust the size of the chunk of frequencies surrounding the center frequency you selected. So, when it's lower, you're either boosting or attenuating by a smaller chunk.A lot of people seem to have this issue, so let me try to explain what this thing is actually doing. If you've ever used a mixer, which I know a lot of y'all have, you'll no doubt have seen the EQ section. Normally it's like 3 or 5 band, unless you have a really professional board. When you turn on the EQ, you then can move those bands up and down. Each band represents a frequency range, but you can't change them. So, imagine in reaper that you have this same setup, except you actually can change the frequencies each band operates on. It's letting you sort of build your own EQ. To tie the analogy to the practical work we're doing, imagine that you set up each of those 4 bands. Each band is set to type band in that combobox, and the gain and bandwidth are untouched. You set the first frequency to 60Hz, the second to 200, the third to 1,000, and the fourth to maybe 6,500. Now, switch to band 1 and mess with the gain, what you're doing is moving that fader on the EQ on the imaginary mixer I'm using at a metaphorical device. So, you can switch to each band, and play with the gain, and this is the same as if you just went over to that mixer, and  moved each one of the faders. The other stuff in ReaEQ just lets you customize the way the EQ works. You get to tune each one of those faders to something that works for your situation. No ambiguous labels like bass, mid, treble.I hope that helps to sort of build a mental image about how this is working. Bandwidth and frequency are just tools to set up the faders on your virtual EQ the way you like, and gain is you moving those actual faders. This isn't a filter, where sweeping the frequency range will produce results in the same way. You might hear changes if you have a very high level of gain added or cut out, but it will be harder to hear if you're only working in increments like +3dB or -3dB.

URL: https://forum.audiogames.net/post/425874/#p425874




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Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

2019-04-09 Thread AudioGames . net Forum — General Game Discussion : Che via Audiogames-reflector


  


Re: Accessible Sound Design - First Lesson Up, Interaction Ending 13/4

So I have Reaper running, I have been using it for several days now, learning the ins and outs. I inserted Brian's audio track for assignment 1, it plays fine. When I go to add EQ, the only option I have under the EQ folder is ReaEQ, I have adjusted several parameters in there, with no change to the audio. I can put other effects on there such as reverb with no problems. I looked at all parameters that are labeled for ReaEQ, and everything seems to be in order. Although there are a few buttons in there that aren't labele, so I'm thinking I'm not seeing something important.Any ideas why this isn't affecting the audio? Also, is this the EQ you guys are using, or am I missing something? I have 4 bands in there, and I've tried adjusting them all, as well as the overall gain, but nothing. Any help greatly appreciated. If anyone has any help for my previous comment, that would be appreciated as well.

URL: https://forum.audiogames.net/post/425873/#p425873




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Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's share some useful Python code

Update: the above advice works. Avoid storing your keys in your app and all that. But it has one major drawback: you need to be on the internet!So, what if you want your app to be used in an offline setting? Well, that's generally what most apps let you do. So how do you encrypt and decrypt data in that way? There is no "right" way to answer this issue. One source (https://medium.com/poka-techblog/the-be … 8a6807d3ed) suggests storing secrets in environment variables. That works... but isn't very safe.But there is one problem of storing your key in your code, in environment variables, in a database, or in an encrypted form in your code: they all rely on the same variable -- that a server must decrypt the data. But a server can leak information, especially if it has backups! (Logic would suggest not... right? After all, backups are supposed to be good things. Right? Well, that depends on *who* is doing the backups, and whether *they* are trustworthy.)Sadly, if your app is used offline, you don't have very many options open to you. One way to alleviate the headache with crypto is to use cryptography's Fernet interface. This forces you to go against what I've already told youand to store your key in your code. But it will encrypt your data, and you can write it, and you won't need to do any manual reads. It'll save you a lot of time. It won't be safe, since the key is i your code and Python is generally bad at secure memory management. But it does work. (If someone has some kind of solution to this problem -- making a crypto system that works both online and offline -- please let us all know!) Sometimes you just have to suck it up and deal with the fact that the key is in your code. Sadly with offline apps, this is inevitable. You can do some messing with it and encode it in various ways and make tat your key, but people will still get at it. Or, even better, you can cythonize yourencryption/decryption work so its not in Python, which should make things a bit more safe for you.Edit: This article provides some very interesting solutions for generating keys -- generate them on the fly, don't hardcode them. I wonder if PUFs can be implemented in Python...

URL: https://forum.audiogames.net/post/425872/#p425872




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Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's share some useful Python code

Update: the above advice works. Avoid storing your keys in your app and all that. But it has one major drawback: you need to be on the internet!So, what if you want your app to be used in an offline setting? Well, that's generally what most apps let you do. So how do you encrypt and decrypt data in that way? There is no "right" way to answer this issue. One source (https://medium.com/poka-techblog/the-be … 8a6807d3ed) suggests storing secrets in environment variables. That works... but isn't very safe.But there is one problem of storing your key in your code, in environment variables, in a database, or in an encrypted form in your code: they all rely on the same variable -- that a server must decrypt the data. But a server can leak information, especially if it has backups! (Logic would suggest not... right? After all, backups are supposed to be good things. Right? Well, that depends on *who* is doing the backups, and whether *they* are trustworthy.)Sadly, if your app is used offline, you don't have very many options open to you. One way to alleviate the headache with crypto is to use cryptography's Fernet interface. This forces you to go against what I've already told youand to store your key in your code. But it will encrypt your data, and you can write it, and you won't need to do any manual reads. It'll save you a lot of time. It won't be safe, since the key is i your code and Python is generally bad at secure memory management. But it does work. (If someone has some kind of solution to this problem -- making a crypto system that works both online and offline -- please let us all know!) Sometimes you just have to suck it up and deal with the fact that the key is in your code. Sadly with offline apps, this is inevitable. You can do some messing with it and encode it in various ways and make tat your key, but people will still get at it. Or, even better, you can cythonize yourencryption/decryption work so its not in Python, which should make things a bit more safe for you.

URL: https://forum.audiogames.net/post/425872/#p425872




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Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's share some useful Python code

Update: the above advice works. Avoid storing your keys in your app and all that. But it has one major drawback: you need to be on the internet!So, what if you want your app to be used in an offline setting? Well, that's generally what most apps let you do. So how do you encrypt and decrypt data in that way? There is no "right" way to answer this issue. One source (https://medium.com/poka-techblog/the-be … 8a6807d3ed) suggests storing secrets in environment variables. That works... but isn't very safe.But there is one problem of storing your key in your code, in environment variables, in a database, or in an encrypted form in your code: they all rely on the same variable -- that a server must decrypt the data. But a server can leak information, especially if it has backups! (Logic would suggest not... right? After all, backups are supposed to be good things. Right? Well, that depends on *who* is doing the backups, and whether *they* are trustworthy.)Sadly, if your app is used offline, you don't have very many options open to you. One way to alleviate the headache with crypto is to use cryptography's Fernet interface. This forces you to go against what I've already told youand to store your key in your code. But it will encrypt your data, and you can write it, and you won't need to do any manual reads. It'll save you a lot of time. It won't be safe, since the key is i your code and Python is generally bad at secure memory management. But it does work. (If someone has some kind of solution to this problem -- making a crypto pack file system that works both online and offline -- please let us all know!)

URL: https://forum.audiogames.net/post/425872/#p425872




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Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's share some useful Python code

Update: the above advice works. Avoid storing your keys in your app and all that. But it has one major drawback: you need to be on the internet!So, what if you want your app to be used in an offline setting? Well, that's generally what most apps let you do. So how do you encrypt and decrypt data in that way? There is no "right" way to answer this issue. One source (https://medium.com/poka-techblog/the-be … 8a6807d3ed) suggests storing secrets in environment variables. That works... but isn't very safe.But there is one problem of storing your key in your code, in environment variables, in a database, or in an encrypted form in your code: they all rely on the same variable -- that a server must decrypt the data. But a server can leak information, especially if it has backups! (Logic would suggest not... right? After all, backups are supposed to be good things. Right? Well, that depends on *who* is doing the backups, and whether *they* are trustworthy.)Sadly, if your app is used offline, you don't have very many options open to you. One way to alleviate the headache with crypto is to use cryptography's Fernet interface.

URL: https://forum.audiogames.net/post/425872/#p425872




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Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's share some useful Python code

Your nonce is still hardcoded. Line 9.Line 11: change this to self.level = level, so that the alteration of the level changes.I'm not sure what your doing in generate(), with the following lines of code:  requiredlength=range(len(data), len(data)+16, 16)[-1]
  while len(data)Also, hashing the key does not ensure that the user can pass in arbitrary key lengths. The hash may be too large for the cipher your using, for example. SHA-256 is good but still...AES allows keys up to 128, 192, and 256 bits, which is 16, 24, and 32 bytes. I'm not sure how hashing the key is any more secure than just passing the key as plaintext.Also, don't delete the nonce. The nonce is a number used once. Its supposed to be public. People are supposed to know about it. The key is the one you want deleted. Even so, Python offers no safe way to zero memory, so this library still leaks data, and would even if you had patched every security vulnerability it had purely because its not written in C/C++.Second, lines 91-98: searching for the nonce like this isn't the wisest idea since you don't know if pycryptodome has already added the nonce or not. It could, though this level most likely doesn't. You also risk getting odd data in there. Generally how I do it is I write the nonce in the file first, then append the encrypted data to the end of the nonce. So this is how it works for decryption:* Read() call: read the first 24 bytes into memory; this is the nonce. (The encryption library I use uses a 24-byte nonce.)* read() call: read the next 32 bytes into memory; this is the encrypted key. (This is optional but recommended if you can figure out a solution for secure storage.)* Send the encrypted key (base-64 encoded, possibly) to a remote service for decryption and get back the plaintext.* Initialize the cryptographic context with the retrieved nonce and key. Immediately zero-out the key.* Begin reading the file in 'blocks', with each 'block' being 8,192 bytes in length. Decrypt each chunk and do with it what you like.* Repeatedly read until no more data is available. Stop just before the last 16 bytes end of the file.* Read these 16 bytes. This is your message authentication code (MAC). Verify it. Generally you do this by reading that 16-byte stream into a buffer and passing that buffer  to the context finalization function.And this is how it works for encryption:* Set up an AWS KMS client and provide AWS credentials. (Replace this with a service you trust, I'd go with AWS since their well-known for their integrity and security.)* Send two remote requests to AWS. Verify that each one completes. The first is called a generate data key request. The request contains the following elements:- the Key ARN, which is in the form arn:aws:kms:region:account_id:key/key_id, where region is a region like us-east-1, us-east-1a, etc., account_id is the ID for your account, and key_id is a GUID identifying your key.- The length of the data key, which is usually 32-bytes for AES-256.You will get back:- The encrypted key. Keep this around for now in secure memory.- The plaintext copy of the key. Again, keep this around in secure memory; you'll need it soon.The second request is called a generate random request. This will get you your nonce. This only has one required field, the number of bytes. Set this to 24. Get back your nonce, and get the plaintext from the buffer. Now is probably a good time to add run-time assertions that your plaintext key is, in fact, 32 bytes, and that your nonce is, in fact, 24 bytes.* Set up your buffers. One is your input, one is your output, and one is your MAC.* Set up a cryptographic context and initialize it with your nonce and key. Just as with decryption, immediately wipe the key from RAM. (The context will manage its own safe deallocation, but you need to manage yours too.)* Open your input file and attempt to read from it. Verify that this is indeed possible.* Write your nonce, then your encrypted key, to the output file. Don't use any deliminator.* Then, begin reading and encrypting the file in chunks. If writing to disk, immediately write to the output buffer (which should be a file output stream) the encrypted data -- you won't be able to after the next steps.* Verify that your not at the end of the input stream. If the stream is bad, finalize the crypto stream, clean up and terminate; this means an error occurred. Do not write the MAC!* No matter whether your done or not, immediately zero out the input buffer so you don't keep using up RAM.* One your done reading the input, finalize the context, write the MAC, and close the input and output streams. Then clean up AWS and all that.You don't have to do it this way. But this is a very safe way of storing data that may be potentially sensitive.That's all I can recommend; I think Cartertemm might have more advice. Perhaps I've gotten some details wrong, perhaps my method is incorrect. Feel free to educate me too -- just tel

Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's share some useful Python code

Your nonce is still hardcoded. Line 9.Line 11: change this to self.level = level, so that the alteration of the level changes.I'm not sure what your doing in generate(), with the following lines of code:  requiredlength=range(len(data), len(data)+16, 16)[-1]
  while len(data)Also, hashing the key does not ensure that the user can pass in arbitrary key lengths. The hash may be too large for the cipher your using, for example. SHA-256 is good but still...AES allows keys up to 128, 192, and 256 bits, which is 16, 24, and 32 bytes. I'm not sure how hashing the key is any more secure than just passing the key as plaintext.Also, don't delete the nonce. The nonce is a number used once. Its supposed to be public. People are supposed to know about it. The key is the one you want deleted. Even so, Python offers no safe way to zero memory, so this library still leaks data, and would even if you had patched every security vulnerability it had purely because its not written in C/C++.Second, lines 91-98: searching for the nonce like this isn't the wisest idea since you don't know if pycryptodome has already added the nonce or not. It could, though this level most likely doesn't. You also risk getting odd data in there. Generally how I do it is I write the nonce in the file first, then append the encrypted data to the end of the nonce. So this is how it works for decryption:* Read() call: read the first 24 bytes into memory; this is the nonce. (The encryption library I use uses a 24-byte nonce.)* read() call: read the next 32 bytes into memory; this is the encrypted key. (This is optional but recommended if you can figure out a solution for secure storage.)* Send the encrypted key (base-64 encoded, possibly) to a remote service for decryption and get back the plaintext.* Initialize the cryptographic context with the retrieved nonce and key. Immediately zero-out the key.* Begin reading the file in 'blocks', with each 'block' being 8,192 bytes in length. Decrypt each chunk and do with it what you like.* Repeatedly read until no more data is available. Stop just before the last 16 bytes end of the file.* Read these 16 bytes. This is your message authentication code (MAC). Verify it. Generally you do this by reading that 16-byte stream into a buffer and passing that buffer  to the context finalization function.And this is how it works for encryption:* Set up an AWS KMS client and provide AWS credentials. (Replace this with a service you trust, I'd go with AWS since their well-known for their integrity and security.)* Send two remote requests to AWS. Verify that each one completes. The first is called a generate data key request. The request contains the following elements:- the Key ARN, which is in the form arn:aws:kms:region:account_id:key/key_id, where region is a region like us-east-1, us-east-1a, etc., account_id is the ID for your account, and key_id is a GUID identifying your key.- The length of the data key, which is usually 32-bytes for AES-256.You will get back:- The encrypted key. Keep this around for now in secure memory.- The plaintext copy of the key. Again, keep this around in secure memory; you'll need it soon.The second request is called a generate random request. This will get you your nonce. This only has one required field, the number of bytes. Set this to 24. Get back your nonce, and get the plaintext from the buffer. Now is probably a good time to add run-time assertions that your plaintext key is, in fact, 32 bytes, and that your nonce is, in fact, 24 bytes.* Set up your buffers. One is your input, one is your output, and one is your MAC.* Set up a cryptographic context and initialize it with your nonce and key. Just as with decryption, immediately wipe the key from RAM. (The context will manage its own safe deallocation, but you need to manage yours too.)* Open your input file and attempt to read from it. Verify that this is indeed possible.* Write your nonce, then your encrypted key, to the file. Don't use any deliminators.* Then, begin reading and encrypting the file in chunks. If writing to disk, immediately write to the output buffer (which should be a file output stream) the encrypted data -- you won't be able to after the next steps.* Verify that your not at the end of the input stream. If the stream is bad, finalize the crypto stream, clean up and terminate; this means an error occurred. Do not write the MAC!* No matter whether your done or not, immediately zero out the input buffer so you don't keep using up RAM.* One your done reading the input, finalize the context, write the MAC, and close the input and output streams. Then clean up AWS and all that.You don't have to do it this way. But this is a very safe way of storing data that may be potentially sensitive.That's all I can recommend; I think Cartertemm might have more advice. Perhaps I've gotten some details wrong, perhaps my method is incorrect. Feel free to educate me too -- just telling y

Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's share some useful Python code

Your nonce is still hardcoded. Line 9.Line 11: change this to self.level = level, so that the alteration of the level changes.I'm not sure what your doing in generate(), with the following lines of code:  requiredlength=range(len(data), len(data)+16, 16)[-1]
  while len(data)Also, hashing the key does not ensure that the user can pass in arbitrary key lengths. The hash may be too large for the cipher your using, for example. SHA-256 is good but still...AES allows keys up to 128, 192, and 256 bits, which is 16, 24, and 32 bytes. I'm not sure how hashing the key is any more secure than just passing the key as plaintext.Also, don't delete the nonce. The nonce is a number used once. Its supposed to be public. People are supposed to know about it. The key is the one you want deleted. Even so, Python offers no safe way to zero memory, so this library still leaks data, and would even if you had patched every security vulnerability it had purely because its not written in C/C++.Second, lines 91-98: searching for the nonce like this isn't the wisest idea since you don't know if pycryptodome has already added the nonce or not. It could, though this level most likely doesn't. You also risk getting odd data in there. Generally how I do it is I write the nonce in the file first, then append the encrypted data to the end of the nonce. So this is how it works for decryption:* Read() call: read the first 24 bytes into memory; this is the nonce. (The encryption library I use uses a 24-byte nonce.)* read() call: read the next 32 bytes into memory; this is the encrypted key. (This is optional but recommended if you can figure out a solution for secure storage.)* Send the encrypted key (base-64 encoded, possibly) to a remote service for decryption and get back the plaintext.* Initialize the cryptographic context with the retrieved nonce and key. Immediately zero-out the key.* Begin reading the file in 'blocks', with each 'block' being 8,192 bytes in length. Decrypt each chunk and do with it what you like.* Repeatedly read until no more data is available. Stop just before the last 16 bytes end of the file.* Read these 16 bytes. This is your message authentication code (MAC). Verify it. Generally you do this by reading that 16-byte stream into a buffer and passing that buffer  to the context finalization function.And this is how it works for encryption:* Set up an AWS KMS client and provide AWS credentials. (Replace this with a service you trust, I'd go with AWS since their well-known for their integrity and security.)* Send two remote requests to AWS. Verify that each one completes. The first is called a generate data key request. The request contains the following elements:- the Key ARN, which is in the form arn:aws:kms:region:account_id:key/key_id, where region is a region like us-east-1, us-east-1a, etc., account_id is the ID for your account, and key_id is a GUID identifying your key.- The length of the data key, which is usually 32-bytes for AES-256.You will get back:- The encrypted key. Keep this around for now in secure memory.- The plaintext copy of the key. Again, keep this around in secure memory; you'll need it soon.The second request is called a generate random request. This will get you your nonce. This only has one required field, the number of bytes. Set this to 24. Get back your nonce, and get the plaintext from the buffer. Now is probably a good time to add run-time assertions that your plaintext key is, in fact, 32 bytes, and that your nonce is, in fact, 24 bytes.* Set up your buffers. One is your input, one is your output, and one is your MAC.* Set up a cryptographic context and initialize it with your nonce and key. Just as with decryption, immediately wipe the key from RAM. (The context will manage its own safe deallocation, but you need to manage yours too.)* Open your input file and attempt to read from it. Verify that this is indeed possible. Then, begin reading and encrypting the file in chunks. If writing to disk, immediately write to the output buffer (which should be a file output stream) the encrypted data -- you won't be able to after the next steps.* Verify that your not at the end of the input stream. If the stream is bad, finalize the crypto stream, clean up and terminate; this means an error occurred. Do not write the MAC!* No matter whether your done or not, immediately zero out the input buffer so you don't keep using up RAM.* One your done reading the input, finalize the context, write the MAC, and close the input and output streams. Then clean up AWS and all that.You don't have to do it this way. But this is a very safe way of storing data that may be potentially sensitive.That's all I can recommend; I think Cartertemm might have more advice. Perhaps I've gotten some details wrong, perhaps my method is incorrect. Feel free to educate me too -- just telling you how I generally do things!

URL: https://forum.audiogames.net/post/425871/#p425871

Re: Let's share some useful Python code

2019-04-09 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's share some useful Python code

Your nonce is still hardcoded. Line 9.Line 11: change this to self.level = level, so that the alteration of the level changes.I'm not sure what your doing in generate(), with the following lines of code:  requiredlength=range(len(data), len(data)+16, 16)[-1]
  while len(data)Also, hashing the key does not ensure that the user can pass in arbitrary key lengths. The hash may be too large for the cipher your using, for example. AES allows keys up to 128, 192, and 256 bits, which is 16, 24, and 32 bytes. I'm not sure how hashing the key is any more secure than just passing the key as plaintext.Also, don't delete the nonce. The nonce is a number used once. Its supposed to be public. People are supposed to know about it. The key is the one you want deleted. Even so, Python offers no safe way to zero memory, so this library still leaks data, and would even if you had patched every security vulnerability it had purely because its not written in C/C++.Second, lines 91-98: searching for the nonce like this isn't the wisest idea since you don't know if pycryptodome has already added the nonce or not. It could, though this level most likely doesn't. You also risk getting odd data in there. Generally how I do it is I write the nonce in the file first, then append the encrypted data to the end of the nonce. So this is how it works for decryption:* Read() call: read the first 24 bytes into memory; this is the nonce. (The encryption library I use uses a 24-byte nonce.)* read() call: read the next 32 bytes into memory; this is the encrypted key. (This is optional but recommended if you can figure out a solution for secure storage.)* Send the encrypted key (base-64 encoded, possibly) to a remote service for decryption and get back the plaintext.* Initialize the cryptographic context with the retrieved nonce and key. Immediately zero-out the key.* Begin reading the file in 'blocks', with each 'block' being 8,192 bytes in length. Decrypt each chunk and do with it what you like.* Repeatedly read until no more data is available. Stop just before the last 16 bytes end of the file.* Read these 16 bytes. This is your message authentication code (MAC). Verify it. Generally you do this by reading that 16-byte stream into a buffer and passing that buffer  to the context finalization function.And this is how it works for encryption:* Set up an AWS KMS client and provide AWS credentials. (Replace this with a service you trust, I'd go with AWS since their well-known for their integrity and security.)* Send two remote requests to AWS. Verify that each one completes. The first is called a generate data key request. The request contains the following elements:- the Key ARN, which is in the form arn:aws:kms:region:account_id:key/key_id, where region is a region like us-east-1, us-east-1a, etc., account_id is the ID for your account, and key_id is a GUID identifying your key.- The length of the data key, which is usually 32-bytes for AES-256.You will get back:- The encrypted key. Keep this around for now in secure memory.- The plaintext copy of the key. Again, keep this around in secure memory; you'll need it soon.The second request is called a generate random request. This will get you your nonce. This only has one required field, the number of bytes. Set this to 24. Get back your nonce, and get the plaintext from the buffer. Now is probably a good time to add run-time assertions that your plaintext key is, in fact, 32 bytes, and that your nonce is, in fact, 24 bytes.* Set up your buffers. One is your input, one is your output, and one is your MAC.* Set up a cryptographic context and initialize it with your nonce and key. Just as with decryption, immediately wipe the key from RAM. (The context will manage its own safe deallocation, but you need to manage yours too.)* Open your input file and attempt to read from it. Verify that this is indeed possible. Then, begin reading and encrypting the file in chunks. If writing to disk, immediately write to the output buffer (which should be a file output stream) the encrypted data -- you won't be able to after the next steps.* Verify that your not at the end of the input stream. If the stream is bad, finalize the crypto stream, clean up and terminate; this means an error occurred. Do not write the MAC!* No matter whether your done or not, immediately zero out the input buffer so you don't keep using up RAM.* One your done reading the input, finalize the context, write the MAC, and close the input and output streams. Then clean up AWS and all that.You don't have to do it this way. But this is a very safe way of storing data that may be potentially sensitive.That's all I can recommend; I think Cartertemm might have more advice. Perhaps I've gotten some details wrong, perhaps my method is incorrect. Feel free to educate me too -- just telling you how I generally do things!

URL: https://forum.audiogames.net/post/425871/#p425871




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Re: what's the best way to learn an additional language

2019-04-09 Thread AudioGames . net Forum — Off-topic room : Dark Eagle via Audiogames-reflector


  


Re: what's the best way to learn an additional language

I mostly learned English by interpreting what exactly is the computer trying to tell me, because from the person whom I learned, she told me that it is important to listen to everything and understand them rather than just expecting same things.of course watching English dubbed anime also helped.@alexN94do you know the listening/repeating courses for Japanese?

URL: https://forum.audiogames.net/post/425870/#p425870




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Re: Self defence

2019-04-09 Thread AudioGames . net Forum — Off-topic room : mata via Audiogames-reflector


  


Re: Self defence

Uh, didn't really expect my post to bring you guys off topic, sorry.Well, until now, what I'm thankful for after that experience is the strength it immensely gave me. It may not be pleasant, not at all to be honest, but the fact that I endured it sorta build a emotion shield in me. I may have been much weaker and much more of a loser in life without that. However, I never want this sorta thing to happen to anyone.I've always been a troubled child, being bullied, made fun of and rejected until later in my teen years. I'm a crazy sleeper in class, attentionless, dreamy, spent most of my school time writing bs novels instead of focusing. From high school onward, people started to be drawn toward me because of the abilities I possess that they don't have, and later become my friends.I don't deny my parents did break a few things, but I actually have better parents compared to most. They love each other, love the family and love me with hearts and souls. I'm very close to my dad. He was the one encouraging me to study traditional flute and lute. He took me to the blind center often so I could get new books to read. He built up passion to write in me. I was fortunate to find my passion much earlier than kids my age. In a sense, I may have to thank the trauma for leading me to something I was robbed from. Who knows, I would have lost in a crowd of friends or influenced heavily by people, unable to find my sense of self I hold so dear without that painful childhood experience.

URL: https://forum.audiogames.net/post/425869/#p425869




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Re: Self defence

2019-04-09 Thread AudioGames . net Forum — Off-topic room : black_mana via Audiogames-reflector


  


Re: Self defence

Personally  i'm holding a  Knife with me when i  صاثى ه  ةخرث صهفا فاث busو  Especially like the last time when i was  moving with my sis i got  attacked by someone, they tryed to punch  my sis   , i learned from that event    ,       and If you are studying in  the  High school  or the  Universitythat's My opinion and how  i defend my self          in  Different situations, sometimes not,   if you're under the age  18

URL: https://forum.audiogames.net/post/425868/#p425868




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Re: This forum's copyright and cracks discussion problem

2019-04-09 Thread AudioGames . net Forum — Site and forum feedback : ironcross32 via Audiogames-reflector


  


Re: This forum's copyright and cracks discussion problem

The thing is, I think the language barrier is the biggest thing people exploit here. Yes, the forum is meant to be accommodating to all, but this particular leniency that goes along with language barrier seems to be stretched by certain users. he certainly knows enough English to know what no, and stop mean. he has demonstrated a lack of caring and of respect for developers and their right to protect their works. At some point, sorry to say, but the benefit of the doubt runs out, as there is little doubt regarding the intention.

URL: https://forum.audiogames.net/post/425867/#p425867




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Re: dev exe toolkit version 0.1 will soon be ready

2019-04-09 Thread AudioGames . net Forum — Developers room : black_mana via Audiogames-reflector


  


Re: dev exe toolkit version 0.1 will soon be ready

um, this thing is useless, and i just wanted to say what post 7 and 9 did, python can do a hole lot better then this

URL: https://forum.audiogames.net/post/425866/#p425866




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Re: Jailbreak tweaks for the blind

2019-04-09 Thread AudioGames . net Forum — Off-topic room : mazen via Audiogames-reflector


  


Re: Jailbreak tweaks for the blind

Sean-Terry01 wrote:I know this is a bit OT, but, I have an iPhone 8 that I'm no longer using with a phone carrier and I'd like to JailBreak it. How might I do this in the most accessible way? Thanks. Again, Sorry for the bit of OT.What iOS version are you on?

URL: https://forum.audiogames.net/post/425865/#p425865




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Re: Jailbreak tweaks for the blind

2019-04-09 Thread AudioGames . net Forum — Off-topic room : mazen via Audiogames-reflector


  


Re: Jailbreak tweaks for the blind

There is nothing called tweaks for the blind. Most of the tweaks are   Compatible Also all of the apps that jb your phone are accessible

URL: https://forum.audiogames.net/post/425864/#p425864




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Re: Self defence

2019-04-09 Thread AudioGames . net Forum — Off-topic room : AlirezaNosrati via Audiogames-reflector


  


Re: Self defence

how can I find the email address of a guy who raped me left my ass bleeding and sent me to the hospital? after, being raped?

URL: https://forum.audiogames.net/post/425863/#p425863




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Re: The Grail ords, a text-based browser game

2019-04-09 Thread AudioGames . net Forum — New releases room : nolly via Audiogames-reflector


  


Re: The Grail ords, a text-based browser game

Since the voting doesn't help the site I will have to help out the old fashioned way and purchase some tokens.

URL: https://forum.audiogames.net/post/425862/#p425862




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Re: This forum's copyright and cracks discussion problem

2019-04-09 Thread AudioGames . net Forum — Site and forum feedback : enes via Audiogames-reflector


  


Re: This forum's copyright and cracks discussion problem

31, still the possibility of the language barrier exists. Some constructions, for example are not  found in Turkish, or using certain  words doesn't always add the entailment of no  consiquences or acceptability. Though his past record does put this into doubt.

URL: https://forum.audiogames.net/post/425861/#p425861




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Re: Monthly chat April 2019

2019-04-09 Thread AudioGames . net Forum — Off-topic room : Dark Eagle via Audiogames-reflector


  


Re: Monthly chat April 2019

@Dark:it is so nice to hear about your musical adventures.as for me, I recently saw a show on TV, (I have exams, why am I watching TV?) so there is this guy who gave his girlfriend his e mail ID and the password, the ID he used on his phone.so, once his girlfriend asks him to bye a purse, and he refuses. so she in return, plays havoc on his phone. causing it to reset remotely, and changing the password of his ID.all this because of a purse. anyway, the general jist which I got from this story is that never give that kind of information to your girlfriend, or really, any other friend.anyway, two of my exams got postponed, so instead of finishing at the date of 24, they will stretch up to the 30 april.

URL: https://forum.audiogames.net/post/425860/#p425860




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