Re: Basic Screen Reader Support in Unity

2016-03-14 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


Re: Basic Screen Reader Support in Unity

Hi,Unity3D , at least on iOS, has no VoiceOver support. I don't think the situation is different on other OS's.The best way I've found that works for developers is to sort of mimick the screenreader experience by custom-building for examplea menu that uses the same geestures.

URL: http://forum.audiogames.net/viewtopic.php?pid=253921#p253921





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Re: current landscape of audiogame creation tools

2016-02-21 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


Re: current landscape of audiogame creation tools

Regarding python, pygame/pyglet  and pysfml:This seems like a solid combination, although its perhaps a little difficult to get started with. What other libraries would you use to supplement these ones? I for example mentioned network support, would Twisted be the choice to go for there or is a better alternative available? Also, where does PyAudogame come into the picture and it is still being maintained?Regarding PureBasic:Ok, so the language seems to be more active than I thought which is good. How well does it play nice with the tools you would generally require for audiogame development? Again, things like playing, managing and panning sounds, keyboard/joystick/mouse/network support, keeping track of player data etc. I believe RTR was written in PureBasic but I could be wrong.Regarding BGT:The project seems to have been abandoned or at least semi-abandoned by the developer, which I understand the reasons for. How feature-complete would use
 rs say it is, do you run into anysignificant limitations?

URL: http://forum.audiogames.net/viewtopic.php?pid=251044#p251044





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Re: current landscape of audiogame creation tools

2016-02-20 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


Re: current landscape of audiogame creation tools

Hi,Pyglet seems like an interesting contender. Would this library also handle things like mouse/joystick support and networking features for multiplayer games? Or would I have to use other libs, for example Twisted, to do that?

URL: http://forum.audiogames.net/viewtopic.php?pid=250967#p250967





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current landscape of audiogame creation tools

2016-02-20 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


current landscape of audiogame creation tools

Hi,I'm looking into creating (a few) audiogames of my own, but am a little confused about the current recommended way(s) of going about it.Here's what I've compiled so far by looking through both this forum and the blastbay toolkit forum:BGT:- Easy to start with and build projects because of pretty much all audiogame features having support at this point- somewhat tricky to extend with unsupported features because its a nitch language (not sure about the interoperability between bgt and AngelScript or even c/c++)- Abandoned pretty much, I think the last release was at least a year ago, maybe less. On the bgt forum are some code snippets now and again, but nothing like usable libraries really.NET:- A lot more feasible then it used to be due to the fact windows editions ater vista tend to have what you need already built in- Not sure how good audio support and other game-related features like mouse, joystick and
  network support are and if people have figured out strategies for those. I'm sure tools exist, just wondering which ones would be best- SlimDX was mentioned as a good framework to develop audiogames using .NET, xaudio2 also seems to be mentioned in conversation a lot.Python:- Pyaudiogame seems to be the main contender for Python frameworks for audiogame creation, but this project seems to have been abandoned as well, with the last commits about a year ago.- PyGame is an alternative (?) but contains a lot of stuff you don't need as an audiogame developer.PureBasic:- Favored by some game developers, despised by others.- Not free (costs money to obtain a license), not sure if its still being maintained properly and I think the docs are rather spottyGiven all this, I am kind of lost on where to even begin making a game like this. What tool would be the best to start with in 2016? If I do this, I want to do it right and not st
 art on learning a language/tool only to find out feature X is not supported and will never be supported because work on the piece of software has stopped for an x amount of years. What are your thoughts on this?

URL: http://forum.audiogames.net/viewtopic.php?pid=250951#p250951





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Re: Alt text on a div?

2015-01-20 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


Re: Alt text on a div?

Alt attributes generally only work on images, sadly. Assigning ARIA roles based on _javascript_ might work, or you could append some text DOM nodes that are only visible to screenreaders to determine if there is damage or not. HTH,Balliol

URL: http://forum.audiogames.net/viewtopic.php?pid=201722#p201722




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Re: First steps of game development help

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


  


Re: First steps of game development help

Hmmm. Turn-based combat would make it a little easier for you I think, since you don't really have to concern yourself with realtime stuff the AI needs to be able to do etc. What you want to build can easily be done in something like BGT if you want to learn a language for pure audiogame creation or any conventional language like Python, visual basic .net etc. if you want to be a bit more mainstream Balliol

URL: http://forum.audiogames.net/viewtopic.php?pid=200135#p200135




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Re: First steps of game development help

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


  


Re: First steps of game development help

I recommend just leaving out the whole programming thing for now.First, define your game. Write it down in such a way that someone who hasn't been with you when the idea first started to exist knows exactly what kind of game this is going to be. You say you command a pirate ship, that is a good start. Now, see if you can think up some things this ship needs to be able to do. You mention cannons, so I am guessing a combat element is involved. A cannon needs to be able to load ammunition and fire it among other things. I am also guessing the ship needs to be able to move across a map, but I am already guessing here because your plot could contain the fact that your ship is actually stranded and you have to somehow get loose by using resources from the surrounding landmass or so. What is the game's objective? Are you fighting other pirate ships? Are these other ships, if they exist, player-controlled or computer-controlled? Is there going to be a storyline or is it ju
 st separate tactical scenarios? This is the kind of thing you need to ask yourself before you do anything else. Once you have a good outline, that's when you start thinking about what technologies etc. to use.

URL: http://forum.audiogames.net/viewtopic.php?pid=200111#p200111




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Re: programming languages

2014-11-30 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


Re: programming languages

I was pressed for time when responding to 4, but Camlorn just said everything I was thinking in much better terms than I ever could.Thanks Balliol

URL: http://forum.audiogames.net/viewtopic.php?pid=196135#p196135




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Re: programming languages

2014-11-30 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


Re: programming languages

The points you are making are good ones, but then again this could be said about all loosely-typed languages. Ruby, _javascript_, just to name a few.Every language has its good and bad points Balliol

URL: http://forum.audiogames.net/viewtopic.php?pid=196125#p196125




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Re: frustrating bgt error

2014-11-29 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


Re: frustrating bgt error

Hi,I recommend at least declaring all those variables higher up in the function, before you do anything else. You can declare them there as well but that's not strictly necessary.What doesn't work about your alerts, do they not fire or do you get an error?

URL: http://forum.audiogames.net/viewtopic.php?pid=195986#p195986




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Re: programming languages

2014-11-28 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


Re: programming languages

Woah,Ok, let me chip in here. You want to write applications for Windows that aren't necessarily games, which as you correctly say rules out BGT.I will urge you to immediately forget Pascal. Although there are still people that use this language, it is starting to become a nitch language and is falling out of use.Now you offer up some interesting options, but are missing a few key players. Let me outline your choices first:BasicBasic itself is too old to actually work with in this day and age, although there are some variants out there that are made to work on modern operating systems. One of the more popular ones is PureBasic, which has been used , for example, by Ghorthalon. This is a viable option, but not the easiest to start with as a beginner in my opinion because the community for it , although large, isn't nearly as big as more 
 mainstream alternatives. Which brings me neatly to:c#:C#, or C-Sharp, is a language which talks to the huge windows library called the .NET framework. Together with Visual Basic .NET, this is one of the biggest languages out there right now for pure Windows application development. It is easy to learn in that it is easy to get a basic application with an actual graphical user interface going from chapter one of every tutorial you will find on the language. Visual Studio, the preferred program to write these applications, has recently become free for everyone, making the entry threshold considerably smaller.c++:C++ is a very powerful applications level programming language, however the learning curve is rather steep. I won't discourage you from learning it, but it will not be easy.Java:I hesitate to include Java in this list, because to actually write applications in Java that run in the Windows operating system you need to know quite a bit,
  especially if you want them to be accessible. However, it is sort of c++'s easier big brother and it is very widely used. It is the primary language to write Android applications, for example.Python:Python is a very, very readable language, and that is one of its strong points. This makes the learning curve for the language very gentle and it's very easy to get started with it. I recommend this to all beginners of programming.In closing:- If you just want to write Windows applications with a user interface quickly and without fuss, .NET languages like c# and visual basic .NET are your best bet.If you want to know a bit more next to just quickly cobbling windows applications together, I recommend you start with Python.I hope that helps. Don't hestitate to ask if you have more questions.Balliol

URL: http://forum.audiogames.net/viewtopic.php?pid=195922#p195922




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Re: Looking for testers for a multiplayer game.

2014-11-24 Thread AudioGames . net ForumDevelopers room : balliol via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

Hi,Sure, count me in. I'm florianbeijers [ a-t ] google's mail service for my dropbox addy. Balliol

URL: http://forum.audiogames.net/viewtopic.php?pid=195601#p195601




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