Re: Modules to help build Audio Games in the browser

2018-03-15 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Modules to help build Audio Games in the browser

Haha Cae. It really depends. My answer would probably always be NPM. Events are super easy to handle and do with something like event-emitter3, or the normal _javascript_ event listeners through the event API. WebAudio is basically OpenAL in the browser, and you have things like webBluetooth and other webSensors like accelerometer and gyroscope, etc.The thing you don't need to worry about is something breaking. We're at a point where we can only move forward and add, not remove. If something gets removed then there was a significant problem with it and there are huge security reasons not to do such anymore.You do not need to go through the complicated way of setting up a web project like I have. You can just go out and grab your favorite libraries as .js files and write your scripts like you always have. The reason I do not is because NPM is huge. If I need physics I go on google and search for physics npm.Let's say I find bullet.js. It has a convenient NPM page, I quickly read up on the API, then switch back to my terminal and do npm I bullet.js --save and I can start using it right away. When something get's updated in libraries later I simply npm update, and it makes sure to not pull in any code breaking changes while updating at least minor versions and patches.I also like the OOP way of programming since I come from Java, or at least that's what work made me use. Writing code in the way I do let's me use classes and inheritance like you were kind of used to from Java.class MyObject {    constructor(someParameter) {        this.parameter = someParameter;    }        someMethod() {        console.log("Do something in here");    }    }class AnotherObject extends MyObject {    constructor(anotherParameter) {        super(anotherParameter);        this.anotherMember = "Meow";    }        anotherMethod() {        console.log("Both functions are now accessible on the object yay");    }    }const object = new AnotherObject();This is epic I'd say.Another reason I do it like this is to use imports. Say I want to have those two classes in one file and export them to be able to be used in another file. I simply add export { MyObject, AnotherObject};Or, if I just have one object,export default MyObject;Now, in any script I need this function in, I can import it using eitherimport { MyObject, AnotherObject} from "./myFile.js";or, if there's only one...import CustomName from "./myFile.js";This way, everything is kept within it's own scope and you don't clutter up your main scope with things. So things that aren't supposed to read other things won't be able to read those other things. Makes your code a bit more secure and safer to write.Also there's const for constants now, and let to instantiate variables within the scope. Var was never sure where it'd end up, and usually it was either the entire function or even just globally. Now you can bind your variables to whatever you wanted them to be.I know it sounds super confusing but if you give it a chance it's super powerful. A lot is happening there, we already have our new _javascript_ for this year with a lot of cool things for templating and promises, and promises are especially cool for working with asynchronous code and avoiding tons of callbacks, but maybe I'm rambling on here.Your old code probably still works today. Just... please... Let IE6 die in peace. It's endured too much already and it's time for it to rest and not come back  Oh and I totally forgot to answer where I learn. You're just about right. Reading tons of articles, tons of just messing about, but I also think that there are a lot of really good talks about node.js, _javascript_ in the browser and how to code modern _javascript_ on YouTube. And, you know, just asking around. NPM is great though. Literally anything you could ever want is up there. Over 800 thousand packages. No matter what you're looking for someone probably already wrote it. You just pull it in and it manages all your dependencies for you. Of course there's some dangers with that, like broken or unuqdated or unoptimized packages, but really you would get that just as much if you were copy/pasting from Stack Overflow  just look at how often it gets updated and what people are saying and you should be fine. I never had problems so far. God what a messy post. I better send this off before I get too caught up in myself...  LOL

URL: http://forum.audiogames.net/viewtopic.php?pid=355710#p355710





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Re: Modules to help build Audio Games in the browser

2018-03-11 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Modules to help build Audio Games in the browser

That only works in Safari, as far as I know Chrome struggles with that. I just like the unix shell and CodeRunner/TextMate make forget code editors. I also figured out how to make VS Code read properly, and that gives you easy access to consoles with breakpoints etc. This also works on Windows though. And other than that it's mainly the laptop. The MacBook Air is great for portability and especially battery life. There's more obviously, but yeah I guess that could warrant it's own topic.

URL: http://forum.audiogames.net/viewtopic.php?pid=355228#p355228





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Re: Modules to help build Audio Games in the browser

2018-03-09 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Modules to help build Audio Games in the browser

The easiest way to build an Electron app out of your web app is to change into the directory of your game, the main directory. Then type:npm install --save-dev electron--save--dev saves Electron in the development dependencies of the project. These are only installed when you're on your development machine. Open package.json, find the scripts section and add a comma after the one that's already there, then add:"start": "electron ./client"Save the file. now, when you runnpm startElectron will open with your game.To build your electron app into executables for all platforms, install electron-builder into your global modules like so:npm install electron-builder -gThen, in your main directory of the game, type:buildIt will build for all major systems. Mac, Windows and Linux. Code signing will only work if you're on Mac and have a developer account, however it is possible to build for Mac, windows and linux on one platform. Cyclepath was built for all systems on Windows, so you don't need mac to write Mac applications, however only Mac can create DMG files so you will have to distribute your Mac applications as zip files if you're developing on Windows.That said Mac has quickly become my favorite development platform. LOL

URL: http://forum.audiogames.net/viewtopic.php?pid=355051#p355051





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Modules to help build Audio Games in the browser

2018-03-08 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Modules to help build Audio Games in the browser

I'm not sure if you've yet noticed, but I've been very into making browser games recently. I think the web is an exciting platform with a lot of cool things you can do. From Binaural Audio to doing things with sensors like Gyroscope and Accelerometer and other cool things, as well as the fact that they run virtually everywhere a modern web browser does, the web has it all and I thought it was time we started experimenting with this.I already wrote a couple of games using these web technologies, the most known is probably Cyclepath. It uses sensors to help with turning on mobile, snappy Keyboard Input, as well as binaural Audio with environmental effects, basically everything an audio game would need.I wanted to give to the community, so I've spent the last few days decoupling all these snippets of code and making them completely reusable by anyone. Furthermore, they're all on GitHub, so anyone with the knowledge of _javascript_ can help me improve them and end up in the published module on NPM. I'd be very happy. For those of you that already know how to develop using modern ES6 _javascript_ and don't want to read about how to set up a testing and development environment because you already know how, all these modules are on GitHub and NPM.My GitHub profile: https://www.github.com/ghorthalon/My NPM profile: https://www.npmjs.com/~ghorthalonThe libraries you will find there:AGK-Input: Helps with Keyboard Input, and let's you use the Keyboard somewhat like you were used to from BGT in the browser. AGK-SoundObject: An easy way to load, preload and play sounds. AGK-SoundSource: Quick wrapper around AGK-SoundObject, which is a wrapper itself so this is a total WrapperCeption, to quickly create 3D sound sources.AGK-TTS: Quick way to speak in the browserAGK-UI: Build simple user interfaces like Menu's and scrolling textAGK-Utils: Random stuff like distance, collision, random numbers, stuff that hasn't yet made it into it's own module but will at some point.Examples and usage is on the respective GitHub or NPM pages.If you don't know how to set any of this up then don't worry. I'll work on sharing my development template or boilerplate code including all my scripts to build and test games and quickly get to production. This is going to take me some time though, so please be patient with me.I'll also be working on an example game that utilizes all of these libraries and is easy to understand.But a quick introductionI use the parcel bundlers to bundle my code. This is more or less necessary to make use of modern ES6 modules properly. If you want to quickly set up an environment:Install Node.JS. You can get Node.JS from www.nodejs.org.Create a directory for your game.Open a terminal and enter your game directory.Type npm initFill out the fields to your liking.Once it has written the package.json file, install the modules.The ones you'll need globally are:npm install parcel-bundler -gnpm install http-server -gThe -g tells it to install these modules globally. That means they'll run everywhere in your terminal as well as be globally available in your _javascript_s. Time to install the modules for the game.Make sure you're still in the directory of your game. For now, we're going to only write a quick script that uses AGK-SoundObject to play a sound. Then:npm install agk-soundsource --saveThe --save tells NPM to update the dependencies in your package.json. This is useful for when you share your code. If a package.json is present in the current directory, simply typing npm install will install all the dependencies present in your package.json file.OK, we have the module. I usually set up a client directory for all my HTML, sounds and _javascript_.mkdir clientCool. Go into that directory and create an index.html, a js folder and a sounds folder.Drop any wave file you want in that sounds folder. It doesn't need to be just wave files, you'll have to look at your browser and what codecs it supports. Sweet. In the js folder, create a file called main.js.Populate the file with this contents:import SoundObject from "agk-soundobject";
SoundObject.directory = "./sounds/";
SoundObject.extension = ".wav";
const sound = SoundObject.create("meow");
sound.play();This will load the meow.wav from the sounds folder in your client folder and play it.Right. Next open index.html outside of the JS folder and populate it with this:

My game yay!



Re: Blog post: Why does BGT get bashed?

2018-01-13 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

Yeah there are ways to make code extremely hard to read. Cyclepath was my first real game in _javascript_ so I didn't know a lot about that kind of thing which is why it's probably so easy to just grab all that stuff. Made a lot of repo's private on my Gitlab though, thanks for making me aware that people could simply just register. That shouldn't happen. Not on my private Git. LOL

URL: http://forum.audiogames.net/viewtopic.php?pid=347339#p347339





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Re: Blog post: Why does BGT get bashed?

2018-01-12 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

I really do hope a lot of developers take this into consideration. Because this is true.

URL: http://forum.audiogames.net/viewtopic.php?pid=347197#p347197





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Re: Audiogame Jam 2

2017-07-31 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Audiogame Jam 2

I was actually thinking of participating in the audiogame jam. I cannot say yes for sure, but generally I would be up for taking a developer role. This all depends on your setup, however, and your ideas, so if you're interested in talking about this just message me. I do believe my details are in my profile.

URL: http://forum.audiogames.net/viewtopic.php?pid=322134#p322134





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Re: Audiogame Jam 2

2017-07-31 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Audiogame Jam 2

I was actually thinking of participating in the audiogame jam. I cannot say yes for sure, but given the idea and complexity I would be up for it.

URL: http://forum.audiogames.net/viewtopic.php?pid=322134#p322134





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Re: tips for audio game development

2017-07-07 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: tips for audio game development

I agree. I think what I see a lot of people struggling with is the idea that you have to write a lot of code to get something done. Of course, a lot of code is subjective and it will feel like less and less the more you get in the habit of doing it. It's very easy to lose yourself in ideas you'll never get to. This happens to me all the time, too. It's fine to daydream but don't bite off more than you can chew.As for pointers where to look, the BGT getting started manual is a pretty good place to start if you want to jump head first into the game making pool. I assume you don't know how to program yet, so if my assumption is wrong, I'm sorry.It goes over the basic things like variables, conditional statements, methods, classes and so on, all of which you will need at some point or another. Work your way through it slowly and don't be afraid to ask questions.And most importantly, try things. The best way to get better at c
 oding is by actually coding. Don't be afraid to experiment and see what things do.Hope to play your games in the future!

URL: http://forum.audiogames.net/viewtopic.php?pid=318254#p318254





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Re: Audiogames In JavaScript?

2017-07-03 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Audiogames In _javascript_?

I always test with a simple express server running in node, but you could use things like xampp if you want. The libraries make requests and you need something to answer them.

URL: http://forum.audiogames.net/viewtopic.php?pid=317793#p317793





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Re: Audiogames In JavaScript?

2017-07-02 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Audiogames In _javascript_?

Hi,Great question! Glad people are getting interested!Electron is pretty easy to setup. It's all done through the command line, and the tools are accessible.There is a library called Sono which makes creating audio games pretty easy. For input I simply use JQuery, even though that's probably already overkill.You're just gonna have to be aware what you're getting yourself into. This is a constantly changing thing, and implementations vary quite a bit from browser to browser, so it's going to be a fight sometimes figuring out what works, reporting issues, etc.I'm working on a lane splitter type game for the browser. It should be done in relatively short time, week or two. You can take a look at the source if you're interested when it's up.

URL: http://forum.audiogames.net/viewtopic.php?pid=317720#p317720





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Re: Audio games in the Web Browser

2017-07-01 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Audio games in the Web Browser

I don't really use much. I only use Sono because it makes webaudio a lot simpler to work with, but other than that only JQuery, even though that's almost unnecessary.I'm getting further with the lane splitter clone thing, I'm going to open source it if anyone wants to take a look when I'm done. 

URL: http://forum.audiogames.net/viewtopic.php?pid=317594#p317594





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Re: Audio games in the Web Browser

2017-07-01 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Audio games in the Web Browser

I'm frustrated with the FPS right now so I'm working on a ghost rider/avoidance style car evading game with HRTF with jumping over cars and stuff. Gonna be an easy game but hey, the webaudio API should make this sound pretty cool. I think those really big projects aren't for me. I'd rather create a ton of small, fun games than one really big one that I have to constantly attend to. Especially since I'm running into issues counting walls between the player and a sound source to muffle them... For some reason...

URL: http://forum.audiogames.net/viewtopic.php?pid=317565#p317565





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Re: Audio games in the Web Browser

2017-07-01 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Audio games in the Web Browser

I've also been working on a 3D first person shooter, which is actually coming along nicely. I've posted several demo's in the RTR thread and on Twitter. You can already play with multiple people, you have maps with ambiences, reverb etc. So I think the web will allow for a lot of neat creations. There are limitations of course, but I think for our purpose it could be enough for a lot of things.here is the newest demo, where I spawn and then another player spawns and walks around you and shoots some.Here is an older demo where I just walk around a little.I should make a new recording with the progress since then, but I'm a bit stuck right now. Grrr.

URL: http://forum.audiogames.net/viewtopic.php?pid=317525#p317525





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Re: Making sounds sound like they're behind you

2017-03-04 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Making sounds sound like they're behind you

OK. Two more possibilities.If you have filters, you can add a subtle lowpass filter to filter out the highs if a sound is behind you.This is probably as far from a good solution as you can get, but if you have the option of inverting a sound, inverting one channel will put the sound out of phase and make it seem like the sound is behind you. If you don't have the option, you can still do this manually and add it as a separate sound.

URL: http://forum.audiogames.net/viewtopic.php?pid=300522#p300522





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Re: Making sounds sound like they're behind you

2017-03-04 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Making sounds sound like they're behind you

Check out Libaudioverse. It's in the pip repositories, and you can find the readme here:https://www.github.com/camlorn/libaudioverseThis basically does hrtf binaural sound positioning for you and is what you probably want to use.

URL: http://forum.audiogames.net/viewtopic.php?pid=300507#p300507





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Re: how can i start my own streeming website?

2017-01-10 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: how can i start my own streeming website?

You are trying to stream an audio file which is already pre-rendered and on the server?Most browsers will do this automatically, nowadays. If you link to a media file, it will usually not ask you to download, but instead play the file, allowing you to save it manually.For PG13 we use WordPress with the PowerPress Podcast Addon. It has it's built-in player. For the main radio stream on the main page it's a simple 4 line _javascript_ in the HTML.In your website, simply use the audio tag of HTML5. It comes with a player with volume controls and seek bar.If you want to have a live, radio-like stream, then things will become more complicated and a simple web space is not going to be enough for you. Also know that a radio-like stream is definitely more involved and takes more work, especially if you want it to be running constantly.In the end, the best way is simply link to the mp3 files. People who want to stream them can, people who want to down
 load them won't have any issues either. Some people don't have the bandwidth speed to stream some files, and you'll avoid pretty much all errors you could this way while keeping it easy for you.

URL: https://forum.audiogames.net/viewtopic.php?pid=293123#p293123





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Re: how can i start my own streeming website?

2017-01-09 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: how can i start my own streeming website?

You are trying to stream an audio file which is already pre-rendered and on the server?Most browsers will do this automatically, nowadays. If you link to a media file, it will usually not ask you to download, but instead play the file, allowing you to save it manually.For PG13 we use WordPress with the PowerPress Podcast Addon. It has it's built-in player. For the main radio stream on the main page it's a simple 4 line _javascript_ in the HTML.In your website, simply use the audio tag of HTML5. It comes with a player with volume controls and seek bar.If you want to have a live, radio-like stream, then things will become more complicated and a simple web space is not going to be enough for you. Also know that a radio-like stream is definitely more involved and takes more work, especially if you want it to be running constantly.In the end, the best way is simply link to the mp3 files. People who want to stream them can, people who want to down
 load them won't have any issues either. Some people don't have the bandwidth speed to stream some files, and you'll avoid pretty much all errors you could this way while keeping it easy for you.

URL: http://forum.audiogames.net/viewtopic.php?pid=293123#p293123





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Re: searching people to make a game with me

2016-10-13 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: searching people to make a game with me

Absolutely loved the article, Magurp.  Definitely be saving and linking people to it from now on. LOLHow far are you with Game X?Still figuring out the door problem

URL: http://forum.audiogames.net/viewtopic.php?pid=282687#p282687





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Re: Sound in PureBasic

2016-06-09 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Sound in PureBasic

2D sound has standard playback, seeking, panning, volume, etc.3D sound, as far as I'm aware, only works if you build the entire game using the built-in Ogre engine. Basically you don't want to use it.Instead, either use FreeSL, or preferably Libaudioverse.

URL: http://forum.audiogames.net/viewtopic.php?pid=263675#p263675





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Re: Python or PureBasic

2016-06-08 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Python or PureBasic

Why this?Crazy Party runs fine and it uses BGT network functions. It works fine for me.PureBasic also has pretty competent network functionality built in.Don't ask people for advice regarding this, you will always get a million and one answers. If you want to use PureBasic, use PureBasic. Nothing's stopping you. Same goes for Python or BGT or whatever. As long as it works, who cares what it's written in? We most likely won't see the code either way, so why would it bother us?I'll now go back to developing my first person multiplayer RPG in AutoHotkey. Please forgive me.

URL: http://forum.audiogames.net/viewtopic.php?pid=263537#p263537





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Re: Avert thine eyes, for most of this code is probably horrible

2016-05-19 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Avert thine eyes, for most of this code is probably horrible

Hi!@Centauri:I notice this everywhere. I persue music production as another hobby and have been doing that for a few years. You do notice an improvement.Same for my games. I definitely learned a lot from RTR. That was probably the project I'm most attached to just because I liked the way it turned out. And that's what it's all about. Right?@Burak: No. I shared it. People can make suggestions, even add features and I can pull them into the code and make it a more community driven thing.I'm getting a certification in programming so I'm definitely not going anywhere. I might just not release and update games as much as I want to, especially in the coming few years, since I'll be putting a lot of time and dedication into that first.But I'm ready to learn and experience.

URL: http://forum.audiogames.net/viewtopic.php?pid=261035#p261035





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Re: Avert thine eyes, for most of this code is probably horrible

2016-05-10 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Avert thine eyes, for most of this code is probably horrible

I do suppose they do. I never told it not to let you. My first time working with Github

URL: http://forum.audiogames.net/viewtopic.php?pid=260040#p260040





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Re: Avert thine eyes, for most of this code is probably horrible

2016-05-10 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Avert thine eyes, for most of this code is probably horrible

I wouldn't mind as long as there were any decent contributions done to it.What I forgot to mention is that if you did change something and send it to me for review, I will enable you as an author to whatever project. This means that you can post changes on the public official master branch.I would also want to retain the right to grab the code on Github and recompile it, then offer it as a setup package on my website. Be mindful of this before applying as an author.

URL: http://forum.audiogames.net/viewtopic.php?pid=260036#p260036





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Avert thine eyes, for most of this code is probably horrible

2016-05-10 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Avert thine eyes, for most of this code is probably horrible

Hey,It's been a while since I spoke up and contributed almost anything to this community so I thought it was time.Most of my projects have been sitting here, collecting dust on several storage sollutions and what not. I haven't had the time I wished for to update all of them, so I've done the next logical thing to me.Before I go ahead, please take a long, hard look at the click bait title of this post and let it sink in. I do mean it.OK, with that out of the way...If this is the place where you expect a GitHub profile link with most of my source code...Well, I can't really disappoint much longer can I?https://github.com/ghorthalonProjects up for grabs and plays- RTR: This was the one I was debating most, to be honest. It works. It's messy and probably every programmer's worst nightmare. But that was back then. You know, you learn as you go on. - Drago
 nPong: Probably looks a bit more clean, but not by too much. Again same principle.- March Massacre: Oh my god.- BlackSquare: I take that statement about RTR back and apply it to this. Seriously. Spare your soul.There's also some unreleased stuff up there. Mainly an old side scroller engine I once started but never completed.For most of these projects, PureBasic will do just fine to compile them. Get it from www.purebasic.com.I will be answering questions as they come in here, GitHub or the usual ways, as long as they're technical or I remember why I did a certain thing this or that way. Don't hate! I didn't give up game programming for those that wonder. I'm still working on a few things, they're just taking a lot more time now with work and all that than I hoped for. Esp
 ecially moving into my own place kinda stresses this a bit but I'll be back soon enough I hope.But for now, enjoy whatever you make of this.I love you!

URL: http://forum.audiogames.net/viewtopic.php?pid=260027#p260027





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Re: CatTools Sound FX Library - an easy-to-use sound effects collection

2015-11-29 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: CatTools Sound FX Library - an easy-to-use sound effects collection

Hi,Defender: REAPER costs $60 for a standard user license. Ozone I think is about $299, but well worth it. But definitely not a requirement. You can achieve everything it does with free plugins...But you might be searching a while.By the way, you can even edit video in REAPER, so I don't think it's only aimed for music. In fact, you can switch all the musical editing features off to allow sample-accurate editing. Oriol, it's funny because Ozone is one of the only VST's that I found has native access and makes most of it's controls accessible natively. Not many seem to do that.

URL: http://forum.audiogames.net/viewtopic.php?pid=240472#p240472





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Re: CatTools Sound FX Library - an easy-to-use sound effects collection

2015-11-25 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: CatTools Sound FX Library - an easy-to-use sound effects collection

Hi Defender,Just a quick response about REAPER, OSARA makes the newest version of REAPER accessible. Version 5.11. I use it without any problems, so you're definitely not missing out on much.

URL: http://forum.audiogames.net/viewtopic.php?pid=240052#p240052





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Re: CatTools Sound FX Library - an easy-to-use sound effects collection

2015-11-25 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: CatTools Sound FX Library - an easy-to-use sound effects collection

I love REAPER for any kind of editing, not just music. I use it for all my sound production at the moment.If you understand how equalizers work, you can already negate a lot of the damage done to most sounds. Just throw on a compressor/limiter to edge out the dynamics of the sound and you're good.If you want, I can put together a little demo on how to edit sound with REAPER and free VST and JS plugins.I've started to fall in love with iZotopes oZone for mixing and mastering. It is actually quite accessible with NVDA and has things like a good reverb, a good Equalizer, as well as tools for stereo imaging and noise reduction and a lot of those. Granted, it's a bit expensive, and I have free plugins to go along with it, however I think it's worth taking a look.Sadly, as its break time at work, I don't have any demos with me, but it's a great start. All those plugins is how I achieve the sound quality of my games. Sound design 
 is a very crutial part of games, and most people don't edit their sounds accordingly. It's just as important how the sound is mixed and equalized as it is to find a good sounding sound in the first place. Things can get loud and muddy really fast if one doesn't pay attention to fine detail.

URL: http://forum.audiogames.net/viewtopic.php?pid=239930#p239930





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Re: CatTools Sound FX Library - an easy-to-use sound effects collection

2015-11-25 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: CatTools Sound FX Library - an easy-to-use sound effects collection

I love REAPER for any kind of editing, not just music. I use it for all my sound production at the moment.If you understand how equalizers work, you can already negate a lot of the damage done to most sounds. Just throw on a compressor/limiter to edge out the dynamics of the sound and you're good.If you want, I can put together a little demo on how to edit sound with REAPER and free VST and JS plugins.I've started to fall in love with iZotopes oZone for mixing and mastering. It is actually quite accessible with NVDA and has things like a good reverb, a good Equalizer, as well as tools for stereo imaging and noise reduction and a lot of those. Granted, it's a bit expensive, and I have free plugins to go along with it, however I think it's worth taking a look.Sadly, as its break time at work, I don't have any demos with me, but it's a great start. All those plugins is how I achieve the sound quality of my games. Sound design 
 is a very crutial part of games, and most people don't edit their sounds accordingly. It's just as important how the sound is mixed and equalized as it is to find a good sounding sound in the first place. Things can get loud and muddy really fast if one doesn't pay attention to fine detail.And now I've talked forever and not even listened to the library once! I shall go do that now. Haha!

URL: http://forum.audiogames.net/viewtopic.php?pid=239930#p239930





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Re: dotnet mud client: Can it be achieved?

2015-04-23 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: dotnet mud client: Can it be achieved?

All we can do at this point is speculate. For example, do you flush your output buffer before printing it again? This might cause it to print twice.I dont get why people are so unbelievably closed minded about sharing code. Especially for a mud client. There are quite a number of amazing open-source clients out there.  And were not even asking for the entirety of your code.In short, we might be able to help you here, but with the no code attitude, especially if its a more complex problem, nobody will be able to help you, not because they dont want to, but simply because they dont know what youre doing wrong.

URL: http://forum.audiogames.net/viewtopic.php?pid=213336#p213336




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Re: Developer Diary for a game I'm realising, very similar to SoundMUD

2015-01-27 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Developer Diary for a game I'm realising, very similar to SoundMUD

Well, I personally think it can be a rewarding experience. It wont be the next big thing. Its mainly a learning exercise for me. But I do know that itll be quite fun and once Im done, I do see potential of adding things to it.It reminds me a lot of Swamp. However, Swamp isnt that well with player groups, at least when I last played it it wasnt. And this game will primarily focus on it.I thought about interfacing with teamspeak, so that the position of a player changes as you move about. newer mainstream games have been doing this a lot. But thats something that will, if at all, come with a later update.

URL: http://forum.audiogames.net/viewtopic.php?pid=202581#p202581




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Re: Developer Diary for a game I'm realising, very similar to SoundMUD

2015-01-27 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: Developer Diary for a game I'm realising, very similar to SoundMUD

Dont worry. Even if you dont know much about coding, even if youre trying to learn, this might be a good starting point. I wont show you how to code, but I will at least try to show you how you would manage your project. Or how I would do it, anyway. Which might be good, mmight not. Depends on how it ends up. LOL

URL: http://forum.audiogames.net/viewtopic.php?pid=202554#p202554




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Developer Diary for a game I'm realising, very similar to SoundMUD

2015-01-26 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Developer Diary for a game I'm realising, very similar to SoundMUD

Every developer goes through a never-ending learning phase. With every project they start, they learn something new, something they havent thought of before. Unless its a guess the number game. But still.Im pretty sure that every developer out there knows what Im talking about. And for those who would like to join me on a journey writing a SoundMUD ish game, can read and talk to me through a development diary Im starting. I wanted to log my thoughts from the very beginning to the final product.Its a very easy game. If you are intrigued and wish to read and possibly help me in this process, simply head over to devdiary.dragonapps.org and participate! Everyone is free to register and comment underneath each and every one of my posts with their own thoughts. I havent seen this in the audiogames community yet, so I thought I might as well give it a try. Writing out your thoughts defini
 tely helps get them steady and solid, which makes it easier to implement and realise them. And hey, other developers who are into this sort of thing might even be able to help me. This is game development out in the open.There is not much to it yet, however I do plan to change this as I go on. And hey, maybe someone will find those posts useful. Who knows. And learn from the mistakes Ill be making along the way. LOL

URL: http://forum.audiogames.net/viewtopic.php?pid=202497#p202497




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Re: BGT - a class question

2015-01-17 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: BGT - a class question

Ethin wrote:Of course, BGT doesnt support this, so you wouldnt be able to do that.This is obviously not helpful to the topic at hand, then, is it?I dont see how this is remotely relevant, other than trying to show off knowledge. We need a thumbs down button. Plus, the question has already been answered right? 

URL: http://forum.audiogames.net/viewtopic.php?pid=201336#p201336




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

2015-01-07 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


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

No one is downtalking you here. What youre hearing is experience speaking. Camlorn, Aprone and many others on this thread are capable programmers, who went throuhg that very pain theyre describing. Hell, even Im a game developer, and I wouldnt call myself capable yet, mainly because Im still in a big learning process. And I say this after having released several top-down shooters, a multiplayer FPS PVP style shooter in the likes of Call of Duty, a Slender clone, etc etc.This stuff does not simply come out of nowhere and you keep learning with everything you do. Even I look back at some of my projects now and immediately think of rewriting large portions of it, simply because Ive found a faster, more effitient, less painful way of achieving something I did with lines of code that I probably didnt even understand at the time, but simply used because they worked. And this is not what you want in a huge project like youre trying to
  achieve. You want to be able to make changes effitiently, you want to understand what you were doing later, which also comes down to good code commenting, all that.Were not even telling you that you shouldnt. Were all glad to help you, should you have any problems with your code. Were just telling you that starting out this big is probably only going to get you frustrated in the long run and are trying to save you an incomplete project, simply because youve given up. Because deep down in our hearts we want to play and have a game like that. And dont want to lose our chance of having it. Were not trying to be insulting. Were just being good people and giving you advice. As said. We are programmers, we have or are still going through whats been described above. If youd like to ignore our little calls of sanity, th
 ats up to you, and no one will point fingers, we wont even be mad. But you will remember what we said during the process. Time and time again. And possibly wished youd have listened. Dont bite off more than you can chew, especially if you dont know how big the piece is.

URL: http://forum.audiogames.net/viewtopic.php?pid=200103#p200103




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

2015-01-05 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


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

Handling graphics is unbelievably complex. I have looked into said topic, and while it can be done, provided you know what youre doing, is by far not practical, especially if you cannot see what youre doing and youre working on said project alone. BGT was meant for audiogames, and I think adding graphics to its already existing frame would be a lot more work than simply either making a new engine from scratch to support this functionality, or simply using one which already does.There are several, very easy to use ones that float around the communities. Blitz3D or Blitz Basic, while being old and outdated languages by this point, are extremely easy to pick up and use, even for people without sight. That is, if you know your maths. Even I, who could in theory bennefit from graphics, do not implement them in my game because its just too much o
 f a hastle, and limited enough to where I cannot use the development environment of Unity3D.Making a good game is definitely not as easy as most people think. I do not know how much experience you have in this field, Imaginatrix, however trust me when i say that if you bite off more than you can chew from the beginning, youll only end up getting frustrated and eventually give up.As has been suggested many times in this thread, everyone here started off writing simple games, because we all had to start somewhere. Before I got into first person perspectived games I was writing side-scrollers and top-down style games, simply because they could be easier to make, and especially seeing it was audio only, I was able to use many hacks and workarounds that no one would notice. Before then I was making dice and card games. The more you do, the more experience you collect and the more you can do. Practice makes perfect.This is not to discourage you, merely trying to
  save you hours and hours of constant frustration.

URL: http://forum.audiogames.net/viewtopic.php?pid=199850#p199850




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Re: People recording coding?

2014-12-31 Thread AudioGames . net ForumDevelopers room : GhorthalonTheDragon via Audiogames-reflector


  


Re: People recording coding?

The thing is that Aprone recorded videos, so a person who can read the text can still review the code on their own. Pause the video, read, then continue.I think, however, what Aprone is doing is more to explain some of his techniques and concepts, rather than the language hes coding in.

URL: http://forum.audiogames.net/viewtopic.php?pid=199239#p199239




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