Re: Confusion on the spaceship operator in C++20

2020-09-19 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Confusion on the spaceship operator in C++20

I don't think <=> always returns -1, 0, 1.  That's certainly not what cppreference is implying.Exact, it's three special values of a special type. But I wanted to explain the general principle simpler and where it comes from.There's no need to copy the C++ spec.

URL: https://forum.audiogames.net/post/572176/#p572176




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Re: Graceful way of handling Git merge conflicts?

2020-09-14 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Graceful way of handling Git merge conflicts?

Hello,Sighted people use tools lie git cracken, which allow you to quickly choose what to keep and what to junk.Sadly, I haven't found any tool like this accessible for us. Most of the time, I resolve conflicts manually, by looking for markers <<<, === and >>> and fix what has to be fixed around them.For more complex conflicts, there's no other choice than use diff.Pro tipp: use -w flag in diff to ignore spaces and indentation

URL: https://forum.audiogames.net/post/570845/#p570845




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Re: Confusion on the spaceship operator in C++20

2020-09-14 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Confusion on the spaceship operator in C++20

Hello,Usually, three way comparison returns -1, 0 or 1 depending on if left operand is less, equal or greather than right operand.In fact, it's a generalization of strcmp. It isn't very useful in if/else statements as such, but is very useful in find, search and sort algorithms.Usually one implement std::less a.k.a. operator <, and all other comparisons are made from it, i.e. a>b is b=b is !(aIn sorted datastructures, three way comparison is known to be simpler to implement and a little more efficient than std::less for a various set of cases. String comparison is one of them.For your small example, given that it generally returns -1, 0 or 1, I think that x<=>y will return the same as x!=y.In C++, comparisons is based on std::less for historical reasons. Many more recent languages always use three way comparison as a default, for example Java with Comparator and Comparable interfaces.

URL: https://forum.audiogames.net/post/570843/#p570843




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Re: Confusion on the spaceship operator in C++20

2020-09-14 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Confusion on the spaceship operator in C++20

Hello,Usually, three way comparison returns -1, 0 or 1 depending on if left operand is less, equal or greather than right operand.In fact, it's a generalization of strcmp. It isn't very useful in if/else statements as such, but is very useful in find, search and sort algorithms.Usually one implement std::less a.k.a. operator <, and all other comparisons are made from it, i.e. a>b is b=b is !(aIn sorted datastructures, three way comparison is known to be simpler to implement and a little more efficient than std::less for a various set of cases. String comparison is one of them.For your small example, given that it generally returns -1, 0 or 1, I think that x<=>y will return the same as x!=y.

URL: https://forum.audiogames.net/post/570843/#p570843




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Re: You know you program way too much when.....

2020-07-08 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: You know you program way too much when.

0. You always start counting with 0.35. You are dreaming in 256 colors and/or in 22050 Hz and/or in 128kbps36. After having pressed the wrong button in the lift, you look for the cancel button. Since there is none, your conclusion is that the user interface of the lift isn't very well designed.37. The last thing you think before falling asleep is exit(0) or Thread.yield()38. You think that people die because of segfaults39. You think that Alzheimer is like an endless defrag that turned wrong40. You think that the first thing a baby does when he's born is to call the main function41. You are trying to debug other people or animals42. 6 times 943. You would like to fix the world, but don't find the source code44. You would like to fix the world, but don't know the root password.45. Whenever someone ask you something, your answer always starts with a response code

URL: https://forum.audiogames.net/post/550046/#p550046




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Re: Blastbay Studios Open Source Libraries

2019-11-01 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

It's useless to make a JS library for audio convolution. It's already one of the available WebAudio nodes.

URL: https://forum.audiogames.net/post/471578/#p471578




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Re: Blastbay Studios Open Source Libraries

2019-10-28 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@59: if it's done correctly, it should be push interface. You send a buffer to the effect, and it applies the effect on it in place.In C, the function would be something like int effect_apply (effect_context* ctx, float* buffer, int length)So that both real-time and offline use are possible.Of course what is expected must be well defined: frequency, mono buffer, interleaved stereo, etc. and the length be either byte length or frame length.In audio, that's the most common source of errors and crashes, but that's the most efficient and the most flexible as well.But as far as I understand, the problem of Phillip preventing him from doing real-time is that he can't catch up. I tried once to make a little thing for convolution and I had the same problem, as soon as the impulse is more then a few hundreds bytes long, even when trying to optimize out multiplications by almost zeros and memory alignment.

URL: https://forum.audiogames.net/post/471068/#p471068




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Re: Blastbay Studios Open Source Libraries

2019-10-28 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@59: if it's done correctly, it should be push interface. You send a buffer to the effect, and it applies the effect on it in place.In C, the function would be something like int effect_apply (effect_context* ctx, float* buffer, int length)So that both real-time and offline use are possible.Of course what is expected must be well defined: frequency, mono buffer, interleaved stereo, etc. and the length be either byte length or frame length.In audio, that's the most common source of errors and crashes, but that's the most efficient and the most flexible as well.But as far as I understand, the problem of Phillip preventing him from doing real-time is that he can't catch up. I tried once to make a little thing for convolution and I had the same problem, as soon as the impulse is more then a few hundreds bytes long, even when trying to optimize out multiplications by zeros and memory alignment.

URL: https://forum.audiogames.net/post/471068/#p471068




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Re: Blastbay Studios Open Source Libraries

2019-10-27 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@allI give a great +1 for a library for creating effects based on convolutions, as well as HRTF.It would be really excellent if it were usable real time, typically for an audiogame.@41> The combinations object would be interesting, if only for the used algorithms.As far as I understand, the combinations object of BGT is built upon next_permutation, shuffle and ohter algorithms of the C++ standard library.> As you are, to my knowledge, the first developer that uses angelscript in this way, could you give us your opinion about it. Can you provide us with an example of using it in a C application with the C interface, registering functions, variables, classes, etc?Embedding AngelScript in your own C++ application is quite complicated. Everything is explained in the website http://www.angelcode.com/That's in fact exactly what Phillip did: embedding AngelScript, providing a certain number of useful objects, and making it usable as a general scripting language to make audiogames.He, was the first; not meIF you are interested in adding a scripting language to your game, I suggest first to look at lua.Lua is sometimes quite weird and unintuitive, but embedding it is much easier.Now, personnally, I considered AngelScript for a while, but in fact I think that the language in itself has problems, and I would no longer recommand it.When you have experience in a few well-known languages, you feel that AngelScript handles are quite illogical. It behaves sometimes like Java or C# where everything is implicitely a pointer (except primitive types), and sometimes like C++.It's messy, especially with arrays, dictionaries and other collection types.And, on the embedding side, you have to handle strings yourself, you have to parse yourself the source code to handle includes and commentsit's quite stupid stuff, but it feels a little the hacky way.After having tried to embed lua, AngelScript and python, I finally decided to create my own scripting language.I explained why  in the readme of the GitHub project at http://github.com/qtnc/swan

URL: https://forum.audiogames.net/post/470792/#p470792




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

AS I'm reading, I'm wondering if it wouldn't be interesting to make a list of the worthy parts of BGT with Phillip.The goal would be of course to save what's really worth saving.The number_to_words function that has been already published is one of these small portions of code that could be worth saving.What else could be interesting ?Quickly looking at the BGT reference, I'm thinking about the following ones:- generate_computer_id, not to encourage cracking but to give an idea of how one can uniquely identify a computer- pathfinder, because that's not trivial algorithms- tone_synth and soundtrack, because it's a good and fun audio-related thing- tts_voice, as an example of using SAPI5 because it isn't so easy either- encryption stuff, or more exactly which library has been used; again not to encourage cracking of existing BGT games but just to see how encryption can be done- sound and sound_pool, including OGG decoding, though if it is using DirectX directly, it amy be as well uninteresting since DirectX has been deprecated since, and up-to-date audio libraries are performing much better.- HTTP is uninteresting, there are libraries for that, and it isn't so hard to do even without a library- Networking part is uninteresting, ENet is a discutable choice- Pack file stuff is unteresting. If I can give an advice, take a well-known format such as zip rather than making your own; you will avoid a lot of astle- Most of the rest is relatively simple, or part of standar libraries

URL: https://forum.audiogames.net/post/470635/#p470635




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@29: Last time I checked, AngelScript didn't allow functions with variable number of arguments. There are default values for parameters and overloading, but that's all.@Phillip: As far as I know, the MIT license is quite liberal: you can also use MIT-licensed libraries in closed-source projects, you must only share your work if you have modified the library.But 1/Im' not jurist, and 2/I honnestly don't care much I'm just sad that people are refrained from using something I share for free just because of stupid license stuff.At the beginning UniversalSpeech was under GPL. Someone told me to change, but MIT doesn't seem to fit better. I don't understand all that f###.I know that I can't make money out of that; I'm not going to wast time verifying if everyone using my work is doing 100% correct anyway.I just hope that those who improve and extend the library are as honnest as me and give back their work on it rather than keeping it closed. For all the rest do what you want..Keep loyers out of the way, we'll all sleep well.

URL: https://forum.audiogames.net/post/470560/#p470560




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

@Phillip: As far as I know, the MIT license is quite liberal: you can also use MIT-licensed libraries in closed-source projects, you must only share your work if you have modified the library.But 1/Im' not jurist, and 2/I honnestly don't care much I'm just sad that people are refrained from using something I share for free just because of stupid license stuff.At the beginning UniversalSpeech was under GPL. Someone told me to change, but MIT doesn't seem to fit better. I don't understand all that f###.I know that I can't make money out of that; I'm not going to wast time verifying if everyone using my work is doing 100% correct anyway.I just hope that those who improve and extend the library are as honnest as me and give back their work on it rather than keeping it closed. For all the rest do what you want..Keep loyers out of the way, we'll all sleep well.

URL: https://forum.audiogames.net/post/470560/#p470560




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Re: Blastbay Studios Open Source Libraries

2019-10-25 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

Hello,A library to support sending text to the currently active screen readers, it already exists.See my own library, UniversalSpeech: http://github.com/qtnc/UniversalSpeechAnd I have a competitor named tolk.You may be interested by some of my other projects:- Swan, a programming language on my own- Jane, a code editor for the blindMy GitHub is http://github.com/qtnc/Personally, for audio, I use BASS.BASS has the advantage to be free of charge for free projects, and in case you have to pay a license, it's a lot cheaper than FMODEx.I tried once to use OpenAL, but it was overly complex for nothing, really. SDL Audio and SDL Mixer are very simple, but quickly limited.AS far as I know, SFML is based on SDL for its audio.

URL: https://forum.audiogames.net/post/470501/#p470501




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Re: Why is BGT no longer updated?

2019-05-26 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Why is BGT no longer updated?

Hello,Two things About anti-virus:1. Phillip has no control about anti-virus software, as none other developer has really. For example, me too, each time I release a new version of the playroom windows client, it is also often flagged. Gradually anti-virus stop flagging afeter a while because they see that the same copy has been downloaded a few thousends of times, and they assume that, since many people use it, it finally has probably no virus.In fact the only way to make sure not to be ever flagged is to certificate sign your software; what of course costs a few hundreds dollars a year.So, as a developer, we need to make a choice: enter in the business logic, or remain free. For the playroom I chose to stay free as long as donations are sufficient to keep the system up.2. In fact, even if Phillip would release a new version of BGT, it is always probably going to be flagged by anti-virus anyway.The problem is that BGT use a few techniques that are also sometimes used by malwares. I won't go into details here but if you are interested, make a search about self-extracting executable, executables with appended resources, or resource injection.By the way, these techniques prevent from signing executables altogether, so he couldn't have done it while BGT was a paid software anyway.And now, a more general thing:When Phillip decided to release the full version of BGT for free, you should consider that it was part of an abandon. It should have been a signal that he weren't going to work on it anymore.It's easy to say this after 5 years of hindsight, but think about it 2 minutes: why would you stop selling something and suddenly give it away for free ?IF you are planing updates, you don't do this; you continue your business... don't you ? It would have been different if BGT was totally free from the beginning. But remember, it wasn't.In the same situation, many others continue selling their product without promising any update, laugh at you or even don't answer at all when the product doesn't work anymore after 6 months, or even, in extreme cases, the company totally disappear. In all these cases you may feel stolen. By releasing BGT for free, nobody can't say anything.In fact, Phillip took a quite honnest decision here. He could have gone further by releasing BGT in open source, but making it free is already quite fair compared to many others who don't care so much.I find the decision about Q9 much worse and infortunate, where he should have done the same, but well... it's another topic.

URL: https://forum.audiogames.net/post/436577/#p436577




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Re: Problem with UniversalSpeech in Python 3

2019-02-25 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Problem with UniversalSpeech in Python 3

Hello,I haven't compiled UniversalSpeech in 64 bit. You need a 32 bit distribution of python in order for UniversalSpeech to work.As already said, there isn't much interest to compile in 64 bit. According to my stats, almost 30% are still using 32 bit windows. Th'ats still a lot.For your second question, in Python 3, always use say, not sayA. IN python 3 under windows, strings are natively encoded in UTF-16 anyway.

URL: https://forum.audiogames.net/post/414460/#p414460




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Re: List of audio games and there programming languages

2017-09-11 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: List of audio games and there programming languages

Hello,I confirm that the windows client of the playroom is written totally in C++. There is no lua or whatever else, only C++. I'm using Win32 API directly for the GUI.

URL: http://forum.audiogames.net/viewtopic.php?pid=329159#p329159





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iOS audiogame developement

2017-06-24 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


iOS audiogame developement

Hello all,I would like to begin development of iOS games, but I don't know well how to proceed.At the moment I'm just gathering information. I have no mac yet, so before buying one, I would like to be 100% sure that I will be able to do something / that iOS development without sighted help (including appstore submission) is really possible.1. Should I try to learn Swift or ObjectiveC ?2. As alternatives to Swift or ObjectiveC, there exist simpler languages/platforms. Among others, I found NativeScript and Apache Cordova.Though I'm not much interested in Android since the vaste majority of blind people have iPhones anyway, these platforms have the advantage to allow making both at the same time apps for iOS and Android.Are they viable solutions for game development ? Or I should really try Swift or ObjectiveC and forget about them ?3. Do you have good tutorials to suggest in one or more of these topics ?- Using XCod
 e, or better alternatives for blind if there are (I have heard that XCode was pretty hard for us, so perhaps there are simpler alternatives)- Using an emulator to test your game without uploading it to your phone all the time if possible/accessible- The language basics (if going for Swift or ObjectiveC)- Using general available APIs relevant for mobile audiogames (movement sensors, 2D or 3D sound, making VO speak, etc.)Thank you for your answers !

URL: http://forum.audiogames.net/viewtopic.php?pid=316675#p316675





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Re: We are looking for developers / beta-testers

2016-11-02 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: We are looking for developers / beta-testers

Hello,1. Is this a service where you will be able to compile games into executable files?=> No, there is no compilation at all2. What language is this based off of?=> _javascript_3. Is it planned to support online development that is beyond that of BGT?=> It's completely online, and it has nothing to do with BGT.4. Do you plan on creating a section of the site where people can learn about the project and such? It appeared you already had these pages, but I had to click log-in to get to them, and when I clicked on the links in the menu it just kept refreshing the log in required page.=> The access to this part of the website will be unlocked later, and not only for those who will have an account. At present it is still under progress.

URL: http://forum.audiogames.net/viewtopic.php?pid=285062#p285062





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Re: We are looking for developers / beta-testers

2016-10-31 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: We are looking for developers / beta-testers

[[[wow]]]. This sounds interesting, the trouble is I'm not a programmer. Can I sign up to test games, rather than develop?Yes, of course, but later, in a second phase of the project. We need first to have a few playable prototypal games available.IN the meantime, you could still test the global system on the website.

URL: http://forum.audiogames.net/viewtopic.php?pid=284822#p284822





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Re: We are looking for developers / beta-testers

2016-10-30 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: We are looking for developers / beta-testers

Hello all,Thank you for your interest. Some people already registered, but we need more help. Don't hesitate to talk to your friends developers about this project.In fact, more precisely, this social entertainment platform will help you make innovative audiogames That you can share with others and make some money from it.If you have precise questions, don't hesitate to ask.

URL: http://forum.audiogames.net/viewtopic.php?pid=284658#p284658





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We are looking for developers / beta-testers

2016-10-21 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


We are looking for developers / beta-testers

Hello everybody,Are you ready for the next audiogame generation ?We are looking for developers in order to beta-test a new framework.This framework will help you make innovative audiogames in a simple way.As long as you have good programming skills, ideally in _javascript_, you can be a great candidate.Join us in the fun, and together we will create killer titles !Register for beta-testing at http://novisiongame.com/Once the final service has been launched, the participants to the beta-test will get additional benefits for free

URL: http://forum.audiogames.net/viewtopic.php?pid=283539#p283539





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Re: What was the first game you ever made?

2016-05-14 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: What was the first game you ever made?

Hello,It depends what do you mean exactly by the first game.My first real audio game was fast2type, 2007. Unless we count the web version that was in french, 2002.You can find it there http://old.quentinc.net/jeux/clavier-fou/That's also quite a classical concept, for both games your goal is to find which sound is attached to which key, and press the corresponding key as soon as you hear the associated sound.The web version works only in... INternet Explorer 5.5, 6, 7 and 8.IF you are interested in fast2type which was in C, I could try to find it on my old hard disks and put them back in download.Now, if we don't talk about audio games only but just games, I can talk about two main early steps I traversed:Between 1999 and 2001, I started programming games under MS-DOS in C++: a space invader in ASCII, and a few games in graphical mode 320x200: a platformer like old 
 Mario Land where Mario was just a red circle and ground green squares, another game like Ataris' asteroid where you had a ship at the bottom of the screen, which had to fight against falling rocks (the fun was that a touched rock didn't immediately explode but were first splitted in smaller rocks several times first)...IN 2001, I learned how to make Java applets and for the first time, my games arrive on windows in a web page. There I especially made a brick breaker game that was quite involved, and a more stupid game where you had to avoid being enclosed by walls that the computer randomly dropped on the map.You can look at those later here: http://old.quentinc.net/jeuxUnfortunately they are in french, and, since essentially visual, of course no longer accessible. I even don't know if they still work. I lose my sight in 2003.Before all that, as CAE_Jones, I also had fun making a power point game. It 
 was an adventure solo RPG-like and the game logic where in the transitions between slides, i.e. if you went twice to the same place but in two different states such as before and after having talked to a NPC, there were two identical slides to reprensent it.Once again it's totally visual and anyway I don't have it anymore. It was still quite long, about 300 slides.

URL: http://forum.audiogames.net/viewtopic.php?pid=260416#p260416





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Re: Accessible_output and python 3

2016-05-04 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Accessible_output and python 3

Hello,Just to let you know that you can also use UniversalSpeech in python. Basicly it looks like :>>> from ctypes import cdll
>>> cdll.UniversalSpeech.speechSay('Hello, world !', True)
1

URL: http://forum.audiogames.net/viewtopic.php?pid=259325#p259325





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Re: problems with universal speech

2016-05-04 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: problems with universal speech

I remember having trouble getting universal speech to work; it required me to make some changes to the header file that came with the library.UniversalSpeech is open source. I would be happy to know what changes you had to do in order to make it work. This is collaboration. We don't have all the same compiler.I'd recommendusing the Tolk library for screen reader abstraction instead because it worked out of the box for me and has a more permissive license if you're lookingfor commercial usage.AGain, UniversalSpeech is open source under LGPL. It means that you can also use it for a commercial project.

URL: http://forum.audiogames.net/viewtopic.php?pid=259321#p259321





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Re: problems with universal speech

2016-04-26 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: problems with universal speech

Hello,I'm the author of UniversalSpeech.The main problem I see in your short example code is, that UniversalSpeech expects unicode strings, and not  ANSI strings. Tehrefore you should write:    speechSay(L"Hello world", 1);Or if you prefer ANSI strings, use the speechSayA variant. I would advise using unicode, as it allows you to send proper textes in languages having accented characters.  In the newest version you also have the speechSayU variant, which takes UTF-8 strings.For knowing when exactly a string has finished speaking, unfortunately, SAPI5 is the only engine having it. No screen reader support that functionality otherwise.

URL: http://forum.audiogames.net/viewtopic.php?pid=258232#p258232





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Re: Programming Text Editor

2016-01-04 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Programming Text Editor

Hello,You may be interested in my project: 6pad++, a quite lightweight text editor, programmed in C++ and scriptable in python:http://github.com/qtnc/6pad2You can download the latest beta at: http://vrac.quentinc.net/6pad%2b%2b.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=245456#p245456





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Re: determining when screen readers have stopped speaking

2016-01-04 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: determining when screen readers have stopped speaking

There is no way to know whether the screen reader is speaking or not with Jaws and NVDA. Their respective specific API don't provide that function.Thus you can only try to do an estimation of the time required to speak a sentence, sadly. Given that rate settings can range from quite slow to extremely fast and that it is very dependent on the speech engine and voice used, your estimations are likely to dramatically fail very often. The best is to avoid the need for that kind of synchronization, or use SAPI5 exclusively.

URL: http://forum.audiogames.net/viewtopic.php?pid=245460#p245460





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Re: FFXI accessibility idea

2015-09-20 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: FFXI accessibility idea

Do you need the mouse to play this version of Final Fantasy ?IF yes, I'm afraid that there is no chance to make it accessible.However, if no, as someone did something for Pokemon Cristal, perhaps something is doable with this software as well.Personally, that's Final Fantasy 7 I would really like to see accessibilized. The whole story, characters management, battles, etc. were all in text menus; so it's perhaps doable. The only big problem would be mini-games that are part of the plot, for example chocobo race.

URL: http://forum.audiogames.net/viewtopic.php?pid=232301#p232301




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Re: developing audiogames in java

2014-11-16 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: developing audiogames in java

If still interested, you might have a look at my audio library based on JavaSoundhttp://quentinc.net/quentincsoundapibut as already said, its quite limited, and really not as fast as other libraries (the minimum buffer size I was able to work with was 75ms, which is quite a lot compared to the more usual 20-30ms)

URL: http://forum.audiogames.net/viewtopic.php?pid=194951#p194951




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Re: developing audiogames in java

2014-11-13 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: developing audiogames in java

Unless you are really programming an high-demanding resource game, the slight speed difference wont play an huge role. The legend of java being very slow is no longer much true nowadays. Now the ratio is near 1.1 or 1.2 compared to C. The more real truth today is that python is now getting slower than java, and as you know there are a few big games developped in python, SoundRTS for example. So from this point of view, java is perfectly viable to run a game.The biggest problem is to find libraries for audio, speech and such specialized things. For speech, my library UniversalSpeech is normally compatible with java.For audio however, you have the choice between two quite bad options: use a library based on JavaSound and its quite a pain to have something really good sounding, or use a java port of a well known library e.g. joal, BASS native, FMOD, and there the problem is performances because the JVM make frequent calls to C backends.If interested, a
  few years ago, I developped a small audio library based on JavaSound. As already said, its quite limited because JavaSound is itself quite limited, but if you dont need advanced effects or full 3D, it can suffice. It was sufficient for my game MagicBlocks, and more generally I think that for a simple arcade or side scroller game, it would be perfectly OK.

URL: http://forum.audiogames.net/viewtopic.php?pid=194735#p194735




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Re: developing audiogames in java

2014-11-13 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: developing audiogames in java

Unless you are really programming an high-demanding resource game, the slight speed difference wont play an huge role. The legend of java being very slow is no longer much true nowadays. Now the ratio is near 1.1 or 1.2 compared to C. The more real truth today is that python is now getting slower than java, and as you know there are a few big games developped in python, SoundRTS for example. So from this point of view, java is perfectly viable to run a game.The biggest problem is to find libraries for audio, speech and such specialized things. For speech, my library UniversalSpeech is normally compatible with java.For audio however, you have the choice between two quite bad options: use a library based on JavaSound and its quite a pain to have something really good sounding, or use a java port of a well known library e.g. joal, BASS native, FMOD, and there the problem is performances because the JVM make frequent calls to C backends.If interested, a
  few years ago, I developped a small audio library based on JavaSound. As already said, its quite limited because JavaSound is itself quite limited, but if you dont need advanced effects or full 3D, it can suffice. It was sufficient for my game MagicBlocks, and more generally I think that for a simple arcade or side scroller game, it would be perfectly OK.Another important point against java not to be neglected is its JVM, which has necessarily to be installed separately. Java isnt always installed everywhere and many people have issues installing it, even if they juste have to do I accept next next next finish. So it might, wheither or not you want it, limit a little your audience or you will perhaps have to make more support on how to install the JVM and its dependencies. The size of the JVM make also quite impractical for you to bind it together with your application at the end, opposited to other VM-based languages like python, where it is much easier to
  do it because the size of the interpreter is more reasonnable.

URL: http://forum.audiogames.net/viewtopic.php?pid=194735#p194735




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

2014-10-26 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


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

Open for new projects: depending on the kind of projectFocus: Developper, programmer and webmasterLanguages I communicate best in: French, englishEmployment Status: internship til march, then studies should be ended Technical Skills: Java, C/C++, php, HTML5/_javascript_ (vanilla), scripting in lua, BGT, JFWCreative skills: can come up with ideas that are feasible and scalable, can come with create ideas in gameplay / game design; I occasionally make some MIDI music and a little sound design but Im still quite a beginnerBusiness skills: noneProject I have done:The playroom http://qcsalon.net/Universal Speech http://quentinc.net/universalspeech6pad text editor: http://quentinc.net/6pad6player audio player: currently no linkMagic Blocks: outdated game, no linkGreenies game: http://vrac.quentinc.net/greenies-en.zipOther stuff that makes me special: have creative way to complicate or simplify useless things, start many projects without finishing them, sometimes compile 10 times in just a few minutes, is a professional for reinventing the wheel, have interest in techniques used for inventing useless mini programming languagesBest way to contact me if not through the PM button: use the contact page at http://quentinc.net/contact

URL: http://forum.audiogames.net/viewtopic.php?pid=193087#p193087




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Re: Libaudioverse Preview 1

2014-09-08 Thread AudioGames . net ForumDevelopers room : Aminiel via Audiogames-reflector


  


Re: Libaudioverse Preview 1

Are you really obliged to install all python related stuff if you dont want to build at all the python binding ?

URL: http://forum.audiogames.net/viewtopic.php?pid=188463#p188463




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