Re: embedding speech synthesis in mobile applications

2020-11-01 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: embedding speech synthesis in mobile applications

well, in this case, I'd recommend you use the tts API of the mobile OS you wish to target the app for.as I plan targeting both uwp and the android platform, I use a framework that strives to unify the different platform APIs. I know there is react native, but I chose xamarin.forms not only because I know c# infinitely better than I do _javascript_, but also because I like the approach of xaml for user interfaces and all that.anyway, xf has, through the xamarin.essentials library, access to the TTS API of the out of the box supported platforms only, though more platforms will be added in the future, I hope.so, as xamarin.essentials is included with any vs 2019 or above xamarin.forms project, you can just add an using statement to the xamarin.essentials namespace at the top of the pages you're going to use it in.to add speech to an app, you just have to add an async method call to where you want the text to be spoken.for example, let's say you want to make an app with a single button that when pressed, the tts speaks the text of the button.for this to happen, you just have to add one line to the OnClick event handler attached to that button, something like this:private async void btnReadAloud_Clicked(object sender, EventArgs e)/*we prepend the proper method definition with the async keyword because we will use await inside the event, and the use of awayt requires the method be decorated with async.If you want to learn more about this, there are a lot of tutorials about async programming, so google is your friend, again.*/        {           await TextToSpeech.SpeakAsync((button) sender.Text);        }so, we cast the sender of the event to a button since we know it's surely one, the method is bound to it. Then, we pass the text of the button to the most important method of this ridiculously simple example, the static SpeakAsync from the TextToSpeech class.As a closing note, I want to say that this is not the only way of accessing the platform-specific tts functions, but it's certainly the most convenient. For example, one could use the platform-specific assemblies provided by xamarin.iOS, xamarin.android and the uwp API and the xf dependency injection mechanism, but as you might see already, it's horibly complicated and hard to get right, so these plugins are the best way of achieving this kind of thing.now, a link to the xamarin.essentials documentation directly from microsoft docshttps://docs.microsoft.com/en-us/xamarin/essentials/if you want a more direct link to the tts API, it is herehttps://docs.microsoft.com/en-us/xamari … arin-forms

URL: https://forum.audiogames.net/post/585332/#p585332




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Re: android develupment, a more than a complete newbie

2020-11-01 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: android develupment, a more than a complete newbie

I would like to chime in once more and recommend people try xamarin.forms, especially those who know c#, it's awesome!

URL: https://forum.audiogames.net/post/585341/#p585341




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Re: VoiceOver error using accessible_output2

2020-11-03 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: VoiceOver error using accessible_output2

OK, so I did some research on this my self when I had problems with it. yeah, apple is going to disallow many things in the future, as they always did since the beginning of time...anyway, I'd suggest you write some C lib to access the mac OS speech API directly, as it needs to work with objective C. note: you can also use swift for that, but really DK how swift handles exported functions, it needs to leave the names unaltered, a.k.a unmangled.afterwards, you have to use the C/swift lib you just made in conjunction with ctypes in order to expose a python class which you then can hook upto accessible_output2, instead of that broken one.I don't have a mac anymore, otherwise I would be able to do something, at least with vs code, as I didn't use XCode directly even back then.anyway, the most important link is thishttps://developer.apple.com/documentati … ynthesizerif you can convert this from objective C to a C lib, or perhaps even make a python extenssion, then I think you will be able to fix this once and forever.

URL: https://forum.audiogames.net/post/586109/#p586109




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

2020-11-19 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: You know you program way too much when.

well, I always have a code editor and a terminal window open, so I guess I'm not safe from that, rofl.anyway...73: whenever you try to come up with a pseudocode described algorithm with predictable inputs for every situation you encounter, wandering why it didn't work out when it eventually fails.74: when someone askes you something, you just end up gibbering back something like true or false and true = true, the values representing the multiple units of the question which, in stead of being answered with yes or no, they are answered with true or false.

URL: https://forum.audiogames.net/post/591297/#p591297




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Re: Help decide what will be in Synthizer 1.0

2020-11-21 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

I didn't read the milestone yet, as something is somehow preventing me from doing so, it happens with all github things, it just errors out with something like bad gateway error.Anyway, if it wasn't suggested already, I think a very important feature is being able to output to different devices/soundcards, as well as a bit of, even very limited, recording support. The recording should be treated like any other buffer, the user being able to manipulate the captured data with effects as if it was just raw wav data loaded from a file.Then, I could start on writing the .net bindings for it. The reason I waited so long before looking into it is that I was waiting for .net 5 to appear. Now that it did, I want to ask, with this occasion, who besides me would use that binding? just so I know how I manage my time, with these horibly stressing graduation exams and stuff.

URL: https://forum.audiogames.net/post/591570/#p591570




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Re: Help decide what will be in Synthizer 1.0

2020-11-21 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@camlornSorry for getting back to you so late, I didn't have enough energy to even open one more tab in firefox, needless to speak about checking the forum...first, thanks for thinking about the multiple soundcard issue, a good audio library should have that eventually, I suppose. Plus, this way we could integrate it better and more readily in nvda add-ons, knowing they won't be stuck with the default cpl chosen output device, as then synthiser would be able to play through NVWave, right?Next, about the recording thingi, no, am sure as hell not thinking a full voice chat solution, better leave that to skype/discord/whatever nowadays. Furthermore, if I want to dabble in such things, there are a lot of voip libs for .net, and if I would somehow want to go even lower level than that, I could just manually record, apply some open source noise reduction filters, then use grpc directly to handle the efficient networking and all that stuff, as I heard somewhere grpc is particularly good at streamming stuff through the network at low latency.And, as I saw, we both agree a buffer the next few seconds of audio coming through the mik approach is too limited and pointless to include in 1.0, so I came up with something else, now that I have more time to write and am properly on a computer keybord this time. p.s. This is, as far as I remember, the first time I am using the forum from the computer, I always used the phone to post everything around here.you know, originality and creativity are good most of the time, but there always comes a time where it's better to copy existing concepts, if not code directly, rather than reinventing the wheel whenever you need a wheel...just for the sake of it.So, as I am even now using bass for my audio stuff, I'd recommend you copy something of its recording design.it goes basically something like this: In stead of providing just a record_start, record_stop and pause and a buffer, which would be good for starters, it lets the user choose what they want to do with the sample data, you guessed it, through a callback.I don't know your API very well, but I'll write here how I'd like it to be, and that's similar to what bass does.bool RecordInit(unsigned int deviceID, //when initialising the recording subsystem, you will need to be able to select the input device as well.//so, -1 could be the user default, set in control pannel or wherever,//0 would be first device...n-1 would be the last system accessible input device.);this function returns true in case recording succeeded, false and sets an error flag otherwise. In bass, we can query this with BASS_ErrorGetCode, I believe.next, we must be able to start the recording, so...unsigned long record_start(DWORD frequency, //the frequency measured in, obviously, hz, at which to record. I found 44100 hz recording gives pretty good qualityDWORD channels, //the number of channels. 1 for mono, 2 for stereo, and so on...though I think more than stereo would be pointlessrecord_callback proc, //here is where the user specifies their callback function to run whenever the system decides to...see below for some other comments on that//if null, the library will provide some default behaviour, again, see below if I can write so much without my computer crashing.void *userdata //some extra data passed by the caller to the callback. This pointer would be passed as it is in a dedicated parameter.);This will, in bass, return a valid channel ID on success, and a null handle on failure. Again, we query the error with BASS_ErrorGetCode.In synthiser, DK, instead of the valid channel, you could return maybe a generator, and for error just return null and log the fakt the error occured and what kind...you know these things, so why am I still typing?Now that I look at those functions, I think I don't understand really well what the docs say in some sections, so I will copy the relevant info here as is, in case you, who obviously know more about this than anyone else around here, can make use of it**snippet**The sample data will generally arrive from the recording device in blocks rather than in a continuous stream, so when specifying a very short period between callbacks, some calls may be skipped due to there being no new data available since the last call. When not using a callback (proc = NULL), the recorded data is instead retrieved via BASS_ChannelGetData. To keep latency at a minimum, the amount of data in the recording buffer should be monitored (also done via BASS_ChannelGetData, with the BASS_DATA_AVAILABLE flag) to check that there is not too much data; freshly recorded data will only be retrieved after the older data in the buffer is. **maybe not so relevant from now on, I included it here for completeness sake**Platform-specificMultiple simultaneous recordings can be made from the same device on Windows XP and later, but generally not on older Windows. Multiple simultaneous recordings are possible on i

Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@camlornSorry for getting back to you so late, I didn't have enough energy to even open one more tab in firefox, needless to speak about checking the forum...first, thanks for thinking about the multiple soundcard issue, a good audio library should have that eventually, I suppose. Plus, this way we could integrate it better and more readily in nvda add-ons, knowing they won't be stuck with the default cpl chosen output device, as then synthiser would be able to play through NVWave, right?Next, about the recording thingi, no, am sure as hell not thinking a full voice chat solution, better leave that to skype/discord/whatever nowadays. Furthermore, if I want to dabble in such things, there are a lot of voip libs for .net, and if I would somehow want to go even lower level than that, I could just manually record, apply some open source noise reduction filters, then use grpc directly to handle the efficient networking and all that stuff, as I heard somewhere grpc is particularly good at streamming stuff through the network at low latency.And, as I saw, we both agree a buffer the next few seconds of audio coming through the mik approach is too limited and pointless to include in 1.0, so I came up with something else, now that I have more time to write and am properly on a computer keybord this time. p.s. This is, as far as I remember, the first time I am using the forum from the computer, I always used the phone to post everything around here.you know, originality and creativity are good most of the time, but there always comes a time where it's better to copy existing concepts, if not code directly, rather than reinventing the wheel whenever you need a wheel...just for the sake of it.So, as I am even now using bass for my audio stuff, I'd recommend you copy something of its recording design.it goes basically something like this: In stead of providing just a record_start, record_stop and pause and a buffer, which would be good for starters, it lets the user choose what they want to do with the sample data, you guessed it, through a callback.I don't know your API very well, but I'll write here how I'd like it to be, and that's similar to what bass does.bool RecordInit(int deviceID, //when initialising the recording subsystem, you will need to be able to select the input device as well.//so, -1 could be the user default, set in control pannel or wherever,//0 would be first device...n-1 would be the last system accessible input device.);this function returns true in case recording succeeded, false and sets an error flag otherwise. In bass, we can query this with BASS_ErrorGetCode, I believe.next, we must be able to start the recording, so...unsigned long record_start(DWORD frequency, //the frequency measured in, obviously, hz, at which to record. I found 44100 hz recording gives pretty good qualityDWORD channels, //the number of channels. 1 for mono, 2 for stereo, and so on...though I think more than stereo would be pointlessrecord_callback proc, //here is where the user specifies their callback function to run whenever the system decides to...see below for some other comments on that//if null, the library will provide some default behaviour, again, see below if I can write so much without my computer crashing.void *userdata //some extra data passed by the caller to the callback. This pointer would be passed as it is in a dedicated parameter.);This will, in bass, return a valid channel ID on success, and a null handle on failure. Again, we query the error with BASS_ErrorGetCode.In synthiser, DK, instead of the valid channel, you could return maybe a generator, and for error just return null and log the fakt the error occured and what kind...you know these things, so why am I still typing?Now that I look at those functions, I think I don't understand really well what the docs say in some sections, so I will copy the relevant info here as is, in case you, who obviously know more about this than anyone else around here, can make use of it**snippet**The sample data will generally arrive from the recording device in blocks rather than in a continuous stream, so when specifying a very short period between callbacks, some calls may be skipped due to there being no new data available since the last call. When not using a callback (proc = NULL), the recorded data is instead retrieved via BASS_ChannelGetData. To keep latency at a minimum, the amount of data in the recording buffer should be monitored (also done via BASS_ChannelGetData, with the BASS_DATA_AVAILABLE flag) to check that there is not too much data; freshly recorded data will only be retrieved after the older data in the buffer is. **maybe not so relevant from now on, I included it here for completeness sake**Platform-specificMultiple simultaneous recordings can be made from the same device on Windows XP and later, but generally not on older Windows. Multiple simultaneous recordings are possible on iOS and OS

Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

the problem is, I don't really know your priorities for 1.0, as this issue with 502 bad gateway still persists, I think it's my ISP, the android on mobile data doesn't do that, so what else could it be?anyway, yeah, I know for my self how it is to have limited time and, if you think it not important enough, definitely don't add it, I am using bass for the very near future untill this is more stabilised, so yeah, this can wait.about effects, are you saying that, as things stand now, I can't load a file, apply some effects, then get the pcm wave data with those effects back, essentially, a mini audio editor?I know this is a bit of topic, but about networking, what do you think about this engine I found two or so days ago?https://zeroc.com/products/iceI must admit, I am...terible with networking, so I try to find various frameworks/solutions to avoid dabbling in what I know would be my end, that is, untill I decide I've had enough and seriously dedicate my self to it untill I will know that as well.About the engine, what I don't like with it is that one has to write in a specific, proprietary language designed for it, but then, all is golden, unless they are using very old versions of dotnet, I didn't have enough time to look into it.So, what do you think about it in general? I know this is not exactly good for voice chat and whatnot, but for audiogame networking it's enough, I think. Plus, I heard it can run on bluetooth and other things as well, besides just the network, but I might be mistaken on that, so yeah.

URL: https://forum.audiogames.net/post/591871/#p591871




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Re: Help decide what will be in Synthizer 1.0

2020-11-22 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

about the github thingi, it's not a geography problem, it worked well two days ago. I called my ISP, they said they will fix it. Plus, I have a project in github, it's my first medium sized .net app, I think it'll include even hard to implement features like syncronisation with user accounts and stuff. If you want more info, it can be thought as a kind of book reader for android thingi, . So , as you can imagine, it's important to get github access fixed for me as well, as I already have two or so commits to push, so yeah.now, about the audio library supporting everything, it's OK...for now, untill the library becomes more stable, in my opinion. For example, I think recording should be possible at a later date when it's more mature, even if not too sofisticated. Like...something like my API would be enough.Regardless, once I finish this graduation exams, I'll definitely  start writing the c# bindings. btw, is it written in the manual where the most important headers are so I can bind the most relevant things first?and thanks for the warning about ice, I'll better try to create a tiny personal networked audiogame demo with grpc and find out for my self how it goes, if horible or not.Problem is, as everyday these days, time, sweet time...to little have we of it in this world anymore. Everything just go so fast, why can't they slow down so I could finish my app and start that binding? rofl

URL: https://forum.audiogames.net/post/591899/#p591899




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

OK, news ahead.Github is finally working again! So, apparently it was the problem of my ISP. So, as they recently branched out to this area, they added a proxy or something, for enhanced security they say, since this zone has a weird reputation of being...very concentrated in hackers and script kiddos who want nothing more than to create trubble. So, these proxys were configured to block a specific range of IP's, the ones most observed to create trubble around this area. Problem is that, accidently or not, the github server closest to here was included in that range, so sorry...not sorry!anyway, yeah, there is such a tool for .net, as there are enough C parsors around here to create one even if such doesn't exist.I am reading the manual just now, thank god it works again!btw, are there some public C APIs I can bind to, or I have to write some c++ to managed class bridge with the managed c++ or c++/cli?on the phone again, so sorry for any autocorrection mistakes this horid keyboard might cause.**edit**OK, I see them now, in the manual.

URL: https://forum.audiogames.net/post/591983/#p591983




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Re: Help decide what will be in Synthizer 1.0

2020-11-23 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

@34: how did you make it compile under linux? I never managed.

URL: https://forum.audiogames.net/post/592082/#p592082




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Re: Help decide what will be in Synthizer 1.0

2020-11-24 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Help decide what will be in Synthizer 1.0

OK, managed to at least compile it for linux. Great job, @camlorn!Now, I need something to test it with, I guess the included test suite would be enough, right?OK, so about the binding to .net, we now can bind c++ classes directly, with symbol names exactly as in the library. However, I need to supply a static library, you know, that which is provided with the dll creation, to be linked in other c++ appsIt uses the parsor from clang, so you can access the entire ast with it.Github link ishttps://github.com/mono/CppSharp#documentation

URL: https://forum.audiogames.net/post/592242/#p592242




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Re: Need help with decoding and understanding bgt's network implementation

2020-12-21 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Need help with decoding and understanding bgt's network implementation

OK, so to clear things up a bityeah, bgt can't in any way, form or shape access dll structs reliably. Note here that I say reliably because, as my previous posts on the matter show, it's possible, but in a very hacky and horible way which I won't recommend to try, even to my most vicious enemies.now, about a dll written in c# being accessed from any non .net language, I'd suggest you better forget about it. As @camlorn said, you should better try to implement a unix stile socket for the separate c# executable to communicate the required data to the main application, piping the stdin and stdout through it. I guess the windows specific version of this is a named pipe? I am really not sure anymore, to be honest.If you, however, really want to bite the bullet and try making a c# dll be called by other programs, there is a way, though I can't write in words just how much I disscourage even thinking of it, like, if you want to do such a thing, better do us all a favour and go learn rust or something. Let's say that I'm putting this here just for completeness sake, kind of just for giggles. So kids, don't try this at home! lolso, this is basically a thing where you tag your function with a DllExport attribute, like you would do in normal p-invoke, I guess that's what you were refering to with reverse p-invoke, @14.For the curious, this adds x86/64 assembly in your c# dll, starting from the fakt that a c# dll is not so different from a regular one written in c++ or something like that. So, I guess it wraps your function in some custom assembly to manually load some clr thing, then pass controll to it with the recieved parameters from unmanaged code, if I remember correctly.Limitations:As with anything in this world, there are some limitations, some obvious, some not.1. No recurssion. I sincerely don't know why is it so, but I guess that due to the way the function got called, it doesn't know its own address, so can't call itself.2. Only x86/64. Because only this kind of assembly is supported by the author, it won't work by just changing to any cpu and end of the problem.3. I guess it only supports .net framework, but because of what you're using that for, I guess that's not so big a problem if you were willing to jump to this in the first place.4. The only relevant info I found about it is three or four years old. That makes me seriously think it's unsupported, so use at your own risk!sources:https://bountify.co/call-c-dll-from-c-applicationthat's it. So you can see, again, how obscure this is.

URL: https://forum.audiogames.net/post/600782/#p600782




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Re: Need help with decoding and understanding bgt's network implementation

2020-12-21 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Need help with decoding and understanding bgt's network implementation

well, you're right in a way. So yeah, c# dlls don't export what we call real functions from the perspective of native code and native linking methods because they don't have a **normal** import address table, global symbol table, or whatever else. Sorry for any terminology mistakes there, I am too tired to check references and format specs.Yeah, normally this shouldn't be even possible, as the clr isn't made for this kind of thing, but the procedure I linked above manages this by modifying  the dll file directly to add the marked functions to the import table, like it happens with normal, native dlls. Plus, it doesn't add the address where the clr begins directly, but it points to an autogenerated/premade stub assembly function that actually takes care of transfering data to and from the real managed function/method.and yes, the dll contains the symbols required to identify methods, after all, ildasm interprets them correctly, plus gets the overall structure of a class pretty accurately.problem with all that nuget package does is the fakt it just works like magic...and when it doesn't, oops, good luck fixing it! you know, this is kind of the same as entity framework for data management. Many people say use it because it's simple to get started with it, but I say don't use it because it involves something I call magical it just works and it's going to work fine, I don't say no. But when it fails, good luck tracking it down and trying to fix it.And, as many people said before me, this is not a good idea at all, but I am still willing to give the man the pistol if they really want to kill themselfs, instead of begging others for it and when they use it, they die even more slowly and horibly because it had poisonous bullets or something. Won't you do the same? so, if they want to bite the bullet, I gave them the opportunity to do it, though I adviced and warned multiple times against it, so I consider I did my part.

URL: https://forum.audiogames.net/post/600813/#p600813




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Re: Need help with decoding and understanding bgt's network implementation

2020-12-21 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Need help with decoding and understanding bgt's network implementation

well, you're right in a way. So yeah, c# dlls don't export what we call real functions from the perspective of native code and native linking methods because they don't have a **normal** import address table, global symbol table, or whatever else. Sorry for any terminology mistakes there, I am too tired to check references and format specs.Yeah, normally this shouldn't be even possible, as the clr isn't made for this kind of thing, but the procedure I linked above manages this by modifying  the dll file directly to add the marked functions to the import table, like it happens with normal, native dlls. Plus, it doesn't add the address where the clr begins directly, but it points to an autogenerated/premade stub assembly function that actually takes care of transfering data to and from the real managed function/method.and yes, the dll contains the symbols required to identify methods, after all, ildasm interprets them correctly, plus gets the overall structure of a class pretty accurately.problem with all that nuget package does is the fakt it just works like magic...and when it doesn't, oops, good luck fixing it! you know, this is kind of the same as entity framework for data management. Many people say use it because it's simple to get started with it, but I say don't use it because it involves something I call magical it just works and it's going to work fine, I don't say no. But when it fails, good luck tracking it down and trying to fix it.And, as many people said before me, this is not a good idea at all, but I am still willing to give the man the pistol if they really want to kill themselfs, instead of begging others for it and when they use it, they die even more slowly and horibly because it had poisonous bullets or something. Won't you do the same? so, if they want to bite the bullet, I gave them the opportunity to do it, though I adviced and warned multiple times against it, so I consider I did my part.

URL: https://forum.audiogames.net/post/600819/#p600819




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NLua documentation?

2020-12-25 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


NLua documentation?

hy guys!so, I have been making a tool that makes a bunch of things, basically a mobile benchmarking and functionality testing thingi in xamarin.forms and, obviously, .net.now, I realised I have to kind of click a bunch of buttons many times, so I decided to do some kind of automation of sorts.The first thing that came in mind, I implemented. So, there would be macros activated at the press of a toolbar button that would do actions I find my self typically doing kind of everytime I start the app. For example running a specific collection of processor tests with a specific configuration, or at most a few values changed. Or, DK, pinging specifically the google.com domain to test your internet speed as accurately as possible.But I felt this is kind of a hack around the real problem, my app needs scripting!so, today I found a .net nuget package that, according to the few documentation I could find about it, manages in a quite simple way to integrate lua with .net applications, NLua.From the samples and demos I found about it, it's godamn good, in my opinion. Key here is the few documentation I could find about it, literarely just the readme.md file. According to other sources, there should be definitely more to it, since they link me to an official documentation. Problem is, when I click on such a url, I get a github page not found 404 error.so, is anyone familiar with this package?if so,, does anyone still have the documentation? According to the url, it's supposed to be a pdf file. If not, it doesn't matter, important is to get the documentation.just in case you somehow find it, here's the link:https://github.com/NLua/NLua

URL: https://forum.audiogames.net/post/601904/#p601904




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Re: NLua documentation?

2020-12-25 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: NLua documentation?

Well, I could certainly investigate the source code files to look at embedded documentation, but I DK if I'd find anything about the actual user interaction with the library and stuff, at best I'd find small notices or explanations as to how and why certain things were done, etc.but I herd about a more in deapth documentation, like the process of subscribing to .net events with lua functions, etc...all of which isn't shown in the small subset in readme.md. Plus, if there was any external documentation, they would tell me how to build it, with sfincs or something.I'm not really that optimistic anymore about external docs, next looking at the code.and it's such a petty this is already two years old, it's the most straight forward and easy lua embedding solution I know of.if you're curious, just check the readme, and tell me it's not damn convenient to use such a thing. Practically you made your application, then if you need a scrypting language for it, you don't need to modify much, unlike other solutions I've looked into, where the fakt you're binding a C lib , an embedded language, and even more specific, lua, is visible all over the place.You guys know my opinion about solutions with the magical it just works! kind of philosophi, but in this case, it's not such big of a deal like entity framework, since this is all on github, so if something in the magic breaks, then so be it, time to check what you're using a bit more thoroughly and then cross-reference your findings with the official docs. Found a missmatch or think it's necessary to explain something in more detail or whatever, fire an issue, or even better, a pull request with the fix. You know, the power of open source software.

URL: https://forum.audiogames.net/post/601937/#p601937




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Re: NLua documentation?

2020-12-25 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: NLua documentation?

@4. I thought that was enough as well, and probably is for what I need to do at this point.thing is, I found out that it's possible to register events to lua defined functions and all that stuff...and I want to know how the hell does that work.anyway, I found the link I was talking about:https://luascripting.readthedocs.io/en/ … terop.htmlso really DK what to say anymore.I know that thing I linked to isn't specifically for embedding lua in .net, more like the other way around, but here's where I found out the first time that there's more to the lib than there's to readme.but yeah, I think the readme is enough for what I want to do, just got interested knowing there's more to it that's inaccessible to me.still, I'll investigate the code...who knows?@5: doxygen goes well enough for .net, I think. Another option is to make...I forgot the name of it... but it's basically a ms tool you run over your code with docs in the comments, and it makes of the thing an xml, plus can export to many formats, including html, for embedding in a website, for example.a good resource for this I found really quick is this article from microsoft docs:https://docs.microsoft.com/en-us/dotnet/csharp/codedocyes, so those things were indeed called xml comments.if you don't like the proprietary way of ms to do this, then again, doxygen can do it well enough.

URL: https://forum.audiogames.net/post/601951/#p601951




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Re: Any advice on using Visual Studio Community Edition with NVDA?

2020-12-28 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Any advice on using Visual Studio Community Edition with NVDA?

I totally agree with you, @6 and 7.maybe my computer is optimised for vs or something, I DK, but I don't often run in lag that can impact my coding severely, and even when I do, a restart of nvda can do wanders.I am into mobile development for a while now, and have to set breakpoints and use the debugging features on a remote target, for example my android device that's plugged in the computer. With all that running, I get some lag after some intense use, but it's bearable enough to not be a big problem.sure enough, ms gui tools aren't the most accessible in the world, but that's why the dotnet cli for core exists. Plus, it is pretty well documented, though I know you need to use dotnet framework, but just a friendly suggestion to switch to core as soon as you can.Another alternative to visual studio is using vs code with c# and f# extenssions, but then you would certainly need to switch to core, the cli support is many orders of magnitude better than framework ever was anyway, so no big deal there.

URL: https://forum.audiogames.net/post/602742/#p602742




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Re: Any advice on using Visual Studio Community Edition with NVDA?

2020-12-29 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Any advice on using Visual Studio Community Edition with NVDA?

well, they can certainly do that, but as long as the cli tools exist, I don't feel like warring to much over it. Like...it'll always be accessible, in a way or another, unless they kill the dotnet command, in which case one should have long since abandoned ship anyway. So yeah, untill they're giving a sighn such things are likely to happen, I'm not moving away from .net.

URL: https://forum.audiogames.net/post/602822/#p602822




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Re: Developing on Windows VS. Mac

2021-01-10 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

hy there!So, I think I will need to buy a mak soonish, because there's kind of no point in saying my app that I'm making will be cross-platform, and then only show people the thing in windows and android. Each time I tell them about cross-platform, they reply something like, well, where is iOS?Or really DK, I might just scrue it and use github actions to build the new release for mac, then pass the generated ipa file through some online iOS app signing services I won't name here for obvious reasons, then put the thingi under releases...so there you go, iOS support. Want it? Good, use iTunes to sideload the thing, I mean,  Actually, it's not that hard if the ipa file is signed, which it will be, as a consequence of the online signing service thingi.Well, it might kind of be in a bit of a legally gray area, but that's one option. Otherwise, why would github actions give you access to mac comps for free other than to build apps for mac OS on them?Well, even if I buy one, I thought vo isn't going to be that hard to code in. If it's using the same voices as for the iPhone, with the same punctuation thing and it isn't reporting indentation and stuff, then better ssh into it, I guess as I won't crap work with such a thing.Anyway, vs has the pair to mac thingi, with which it builds xamarin projects related to the apple line. It uses ssh, automatically discovering the mak on the network and stuff. You only need to give it...how was it called...remote login? permissions and there you go, vs will install a xamarin agent and tools and whatever, I think you'll only need to have the mac computer turned on at this point, the build process happens automatically, right there, from the comfort of windows, or maybe ubuntu as well through vscode. So that might be an option, too, ssh-ing into the mak, either manually or use something like vs does. Anyway, what would be even trickier would be getting the iOS device to be debugged from vs. I herd that apple introduced a thing where you can't use remote debugging unless you configure it in the system settings app or some such, or maybe you have to confirm an on-screen prompt like an authorisation thing? I don't remember who said it, but that is another good reason to stay away from mac.So guys, what do you think? Should I buy one, or would what github actions offer be enough with the method I described?

URL: https://forum.audiogames.net/post/605702/#p605702




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Re: NLua documentation?

2021-01-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: NLua documentation?

guys, sorry to revive this old ass thread, but it's very important, or at least it's so for people that might stumble upon this while idlly browsing this forum or mindlessly searching for a solution but encountering the same obstacles in embedding lua in .net as I did.So, it's very hard to find, but I managed to dugg in and peese  together enough fakts to convince me. Guys, the Nlua library is a kind of fork of another lua .net library, it's called lua interface. I'm sure the author mentioned it somewhere, perhaps in the lua forums, or somewhere else really obscure. I wish they will update their github repo with this info as well as to link to that libraries documentation, since this one doesn't have anything really, so that could be a documentation section of sorts, but I degress.For anyone searching desperately for anything, even some more examples to familiarise yourself with the library thinking docs are inexistent, look in the lua interface repository. There you will find more examples than everywhere else, and they're 100% compatible with Nlua as far as I know and have read in the docs so far.Now, without further adue, here is the link to the pdf file containing only the documentation.https://raw.githubusercontent.com/LuaDi … /guide.pdfAbout the examples, don't worry if they use absolutely ancient things like plane old winforms and .net framework  to demonstrate .net/lua interop, it's the same in Nlua. In fakt, Nlua is just a modernised version of LuaInterface.if you want to see the entire repository of the version of lua interface from where I found the documentation, go herehttps://github.com/LuaDist/luainterfaceThis is a special backport to make LuaInterface work with mono, but since the .net core exists, this is almost no longer needed, Nlua can handle all that. I mean, that's why it was written, after all.However, if you want the original version of lua interface for whatever reason, here it ishttps://github.com/Jakosa/LuaInterfaceSo, what was previously a horibly underdocumented library, now has a good enough manual plus a ton of examples to go with it. Finally, after a good while of searching, I can, with a lighter conciousness now, declare this thread as solved.I wish, yet again, the dev would include the LuaInterface fork thingi in his readme, but things are as they are after all and mindlessly bashing the keyboard isn't an option here because it'll accomplish nothing. Plus, now that I posted my findings, I hope anyone stumbling across this problem won't have to do it like me, stumbling in the dark.I will mark this thread as solved, if I know how and there is a way in this relic of a forum. If not, I will just update the title and the first post accordingly.

URL: https://forum.audiogames.net/post/607301/#p607301




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Re: Scripting language for audio game creation

2021-01-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Scripting language for audio game creation

I can't really give you any iuseful advice, since I don't know your programming level, but I think python is good enough for whatever audiogame you want to do with it. However, if you want a compiled language and not an interpreted one, check out c# and the .net ecosystem. Yeah, it's definitely not a scripting language in any sense of the word, it's not that good for audiogames as I don't think anyone made audiogame specific libs for it. Though, for basic game support, you could try monogame. Monogame is an opensource game engine written with a specific goal in mind, to replace the proprietary and now dead and forgotten xna framework developed by microsoft. As such, it has things present from the xna era, like the content pipeline in stead of what most people call a game archive. So...you know...a weird version of the sounds.dat things you find in other games, but you'll get used to it once you've seen enough tutorials about it. Granted, monogame itself is kind of old already, unless they're still working on it, which I don't really think they do. But yeah, unity used that as its backbone, because from there on, it's kind of just automation and physics engines and stuff. And, before I forget, monogame doesn't offer you many things while being pretty verbose. However, you could compensate for that by either making some wrappers and stuff once you learn it, or get a sighted friend to colaborate with you in using unity. Another advantage to monogame is, it might be verbose and very bare bones, but with the help of xamarin, it can be cross-platform. Again, unity makes use of some of that.

URL: https://forum.audiogames.net/post/607404/#p607404




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Re: discord bot won't play audio from keybase, but does on local drive

2021-01-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: discord bot won't play audio from keybase, but does on local drive

maybe keybase itself is the issue? what if you try using dropbox or something and see if it works that way? Of course, you'll have to use a link, but still...

URL: https://forum.audiogames.net/post/607406/#p607406




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Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

2021-01-28 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

hy there!WARNING!This is the heavyest wall of text I have ever written, so if you aren't interested in reading all of that, please skip it.ENDWARNING.First and formost, @nuno, congratulations for wanting to make such an app. As a kind of dev my self, I know how stressing app making can be, both mentally and physically. What I recommend you do is just...push through it, even though you want to bash your comp against a wall. If you're strong enough, you won't have these moments anymore, or even if you do, they won't present much of a problem. DK if you guys experienced this, but it's quite depressing seeing your code just crash on you, an exception or whatever being reported, but nowhere the compiler is pointing can the bug be discovered. Then, here comes bug hunting untill you want to scream, and sometimes, even if you think you fixed it, some other unrelated error pops up. Then, after some days, you realise you only thought it's unrelated! In fact, it was actually the same bug, just hidden by a different error message!So, however hard it might be, just push through it. After some time, if you like computers and programming that much, these errors would seemn like a puzzle to you, no more an element of frustration, but a kind of curiosity of...what can it be this time? let's see.Anyway, I see some use to this app, something that hasn't been mentioned before.If you just don't want to use two pairs of headphones and stuff, you don't necessarely need this app to be honest.There's a windows app called bluetooth audio receiver, you can find it in the microsoft store, if you search for it, I DK if it's OK to post a link to it on this forum.Anyway, what this app does is to make of your pc a kind of bluetooth speaker, so your phone can send audio through it. Then, as with normal bluetooth speakers, tb can come through it. Unfortunately though, so are going to be all the sounds coming from the phone.I think you're gonna have some latency, though since you don't do audio processing on your phone, you're going to be totally fine Now, to how might this actually be useful, well...do you guys remember the nvda add-on that made the voiceover Alex be usable on windows? Yeah, of course it played on the speakers of the mac plus had some bugs, but this is something very similar to what nuno wants to do with this app, only, of course, for android.I think this is an overall good idea, but you must be careful as to how you're planning to build it.yeah, the app might bring some or much lag depending on the circumstances in which the user is running it, the networking code, etc. However, the speech events can be transmitted both ways easely enough. For example, sapi has support for the speech start, end, start/end frase, start/end word, letter I think, when to emit pauses according to the parsing rules of sapi, and so on, there is plenty of them on ms docs. Then, once the windows server gets those events, it can send a state update to the client tts service on android, notifying it the windows side terminated speaking a frase, a word, that pauses are emitted, etc. Viceversa, if the android component receivs a cancelation event from a tts consumer, let's say talkback or csr or whatever, then it can send another status update to the windows side, which would then stop speech or whatever it needs to do. So, as you could see, you don't need to send audio or whatever, simple json communication would be enough.Over local connections like this, I would really recommend either using udp, or better in this case, google's grpc with their protobuff thingi. As you need only to send text and maybe some moderately sized objects across the wire, grpc and protobuff is going to be good enough for what you're trying to do.However, you must think carefully, if one side of the connection times out or something, you must provide an alternative way of speech, otherwise the user would practically need sighted assistance to switch to a voice that works. At that moment, I suppose most users who had that problem would uninstall the app quicker than you could blink, and as you very well know how the ag.net community operates, besides the fact you're going to get enormous backlash, even the ones who didn't have laggy enough connections for this to time out and close on them, they'll uninstall the app as well, even if only for fear they'll get criticised for using it. This is kind of the only way I've seen people convincing other people to stop using bgt, so be aware of this not really blindi specific trend  as well. So, in order for this not to be a problem anymore, you'd need either to somehow keep the last running tts before yours in some reserved place, then when this happens to switch to it, or provide some other tts engine directly in the app, that is, to speak either untill the connection reestablishes, or just enough for the user to be able to switch to another tts. As 

Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

2021-01-28 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

If I'm understanding it correctly, you're making a full tts engine like vocaliser or whatever, like fully implementing the interfaces, callbacks, and stuff, plus intents, things in the manifest as well, right? You aren't just making an app to get things from the phone to the comp, not that this would be possible with a simple app. Because tb and others need to interface with this, you need to design it fully as a tts engine, even though it doesn't speak by itself. Then, in stead of synthesizing stuff directly, in the callbacks called by android during times when tts should speak, you get the text across to the windows bridge, acting accordingly if an windows event comes in. Am I right so far?if so, imagine the following thing. What happens if, for example, the user just chooses your app as the prefered tts engine in tb settings?I mean,let's say that I, as a user, don't want to read the readme and just want to get it working. In this case, the thing will break, not letting you know this isn't going to be used this way, plus now the user, being midway between tts engines, won't have speech at all, good indeed! As an example of bad design, try installing the Flite for android thing. Then, in stead of going into the app and downloading voices like the overly nice readme next to the apk says to do, you jump straight in and try to enable it in tb tts settings. Boom! Surprise! No speech at all!Disclaimer: This actually happened to me, that's why I knew enough to give you these edge cases.

URL: https://forum.audiogames.net/post/610669/#p610669




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Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

2021-01-29 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

well, it's not that hard, actually.Remember when I told you about xamarin.forms? If you're gonna develop this in c# and xamarin.android, you must know you can install xamarin.forms plugins directly in your android project, even if it's not xf based. This way, I think you could make more repetitive and tedious code be a bit easier to maintain, since you aren't writing it your self. After all, that is the purpose of libraries, right?So, go to the nuget package manager and install the package called xamarin.essentials in your android project, it will install the correct native bindings and stuff by itself, smart this nuget, don't you think?Anyway, there you'll find some APIs for persistant storage. What you can do with that is store key/value pairs and have them remain somewhere, doesn't matter where, and be available to you at program restart. Upon app deletion and stuff, the things you stored this way are deleted or backed up respectively, like any other native java app. You wander why? Well, that class is using the native android preferences system under the hood.So, using that, you can, on your engine init callback, check for the existance of a fallback engine by checking if a specific key exists. If it doesn't, return false from the callback. This way, the android tts system knows tts initialisation failed, thus not switching to it. Then, I don't remember the android tts engine API well enough, but I think you can specify a failure message for the system to display in the alert box it shows normally when a tts engine is failing.Then, when the user starts the app, they must do that anyway to set the IP of the windows server, they could set a fallback tts engine. Then, all those preferences can be saved in key/value pairs, like python dicts. Then, on app startup, it will load those and your models or whatever can be filled from that externally stored pool of values. And, those said, problem solved!

URL: https://forum.audiogames.net/post/610884/#p610884




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Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

2021-01-29 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

yeah, not bad indeed. Plus it's said that, currently, c# is the fastest when it comes to grpc, if you use protocol buffers, you could get a low latency if on a public server, though I DK why you'd do this. Then, the latency while on a home network would be neglidgable.

URL: https://forum.audiogames.net/post/610958/#p610958




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Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

2021-01-30 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An idea I have: Android TTS to Windows bridge, and a problem with myse

well, there's not much to do about the occasional latency, this is just how networking works in general. That's why I recommended grpc to you, it is, in my opinion, the fastest you can get without sacrificing something. And nope, you shouldn't necesarily worry too much about a millisecond, since you're just sending text over the network, so not that bad.

URL: https://forum.audiogames.net/post/611132/#p611132




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Re: I want to create 3D game. What language to use?

2021-01-31 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: I want to create 3D game. What language to use?

@5 I heartily agree, indeed such questions accomplish nothing in the end. Smart are those guys at stackoverflow, they can just cloze a question if they can motivate that it's too subjective/opinion based or whatever.Anyway, to throw my two meaningless stones in the storm, I would recommand c# paired with monogame. I recommend this not only because of my relatively plesent experience with it, but also because it fits all your criterias, plus the optional ones.Note: Monogame doesn't include a physics engine by itself, so if you need that, you can just use box2d with its bindings for c#, or bullet sharp, another c# binding for the bullet physics library that is written in c++ I think.

URL: https://forum.audiogames.net/post/611682/#p611682




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Re: Escape from 63rd and Wallace - [Beta Testers needed!]

2021-01-31 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Escape from 63rd and Wallace - [Beta Testers needed!]

what is this game written for?

URL: https://forum.audiogames.net/post/611683/#p611683




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Re: I want to create 3D game. What language to use?

2021-02-02 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: I want to create 3D game. What language to use?

@everyone saying c# doesn't have a game engine, can you go experiment a bit with monogame? I made some little demos with it, however I realised a long time ago that I can't make interesting enough audiogames just because I mostly only care about the code and sometimes a bit of story, but for sounds and things like these, I just shuv whatever I could find online that fits my criteria at the moment, so you might either get stollen sounds, or horible ones from a quality standpoint.anyway, monogame is a really good way to start audiogame development, however note it's kinda barebones so you'd have to build a lot of wrappers around stuff, it only provides game lifetime, dynamic framerates, like, it manages the game time and stuff for you so you could then put it in a physics library, content management through a kind of archive that's loaded at game startup, drastically decreasing lags made because of sound loading in a crucial fight, rudimentary audio management, complete with some sort of 3D sound simulation and effects, though I recomend you use another library for audio. If, however, you don't want to go down that rabbit hole, I recommend, as others did here, goded.

URL: https://forum.audiogames.net/post/612068/#p612068




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Re: I want to create 3D game. What language to use?

2021-02-02 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: I want to create 3D game. What language to use?

@22: Yeah, c# is a good enough language for any kind of project nowadays, I am quite surprised how it evolved from a windows exclusive, proprietary thing, but then, so did swift.Anyway, to your second question, I am more than sure you can't find any audiogame tutorials for c#, as you barely have some with python.to your first question, DK, I would count on not for now. However, once .net 6 and maui comes around, there will be more options for the command line and vscode, though you might not get code completion on the first release, however the command line will certainly be more capable in maui, according to what I herd at the .net conf.However, I don't think dotnet build/dotnet publish/dotnet run won't work, I think the templates don't work as they can't be gotten through anything else than visual studio.Correction: what I said about maui only applies to xamarin projects, though I think it can be applied to monogame and other tools like this as well.

URL: https://forum.audiogames.net/post/612163/#p612163




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Re: Questions about C#

2021-02-14 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Questions about C#

I vote for monogame with synthizer, once I manage to find a binding generator that doesn't just drool spageti code on my folders, as swig is quite a piece of shit tbh.

URL: https://forum.audiogames.net/post/615636/#p615636




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Re: Just released: C library to generate mazes

2021-02-18 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Just released: C library to generate mazes

Awesome work, I tested it on windows and ubuntu, it worked.I have a question, though. So, is it possible to compile it for uwp games, like the xbox, desktop, arm win10 devices, etc? Do I have to do anything special to integrate the build process of this library with the one of my projects? I mean, I can always use the binaries, but still...wanna see if something can be done to automate it.

URL: https://forum.audiogames.net/post/616788/#p616788




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Re: any good and accessible .net profiler?

2020-11-26 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: any good and accessible .net profiler?

nope, it's not a screen reader issue, it was something in vs. Though it didn't get announced anywhere I am aware of, ms fixed the bug, intentionally or not, in the vs release with .net 5, so please upgrade.

URL: https://forum.audiogames.net/post/593048/#p593048




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Re: bgt is a virus?

2020-11-30 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: bgt is a virus?

confirmed. Bgt is indeeed a virus, it infected my mind a long time ago, luckily there is a vacceen for it. If you can't move away from it, just apply it, 97% chance of complet curement. The vacceen is, obviously, moving to mak, ubuntu, or any other linux distro or accessible unix like system. Rofl

URL: https://forum.audiogames.net/post/594062/#p594062




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Re: Any tips for using Wireshark?

2020-12-18 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Any tips for using Wireshark?

yeah, tchark for life! I DK about windows, but on ubuntu, it's a breze to use.

URL: https://forum.audiogames.net/post/600054/#p600054




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Re: Any tips for using Wireshark?

2020-12-18 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Any tips for using Wireshark?

yeah, tshark for life! I DK about windows, but on ubuntu, it's a breze to use.

URL: https://forum.audiogames.net/post/600054/#p600054




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Re: best accessible hex editer?

2020-12-19 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: best accessible  hex editer?

I didn't ever need a hex editor, as I write python or bash scripts to extract bytes from where I want, e.g at whatever ofset I want. Then, since they are just data at this point, you can manipulate them in whatever way you want. For example, let's say you want to extract a location in memory or perhaps a memory dump where you think a malware dropped a payloade and is or was trying to execute it, so you pass those bytes on to something like diestorm or however that program is speled to give you disassembly of the code at that location. Btw, immunity debugger's python scripting capabilities are good for this as well. If you don't like the immunity debugger's interface which I absolutely don't, you can do almost everything with python pluggins like following a jump address, setting breakpoints, even get crazy and run yara on some disassembly, like the payload example above, but that might significantly slow down the debugged program, so be careful about that!one more warning about imunity debugger, it's stuck at python 2, so that's not that ideal, right? but I herd that caly is including ollydbg, this imunity debugger, or maybe both through wine, perhaps to analise windows binaries? So python2 maybe obsolete, but it still works. Of course I'd never use it standalone, but if this debugger requires it, then I can make exceptions I guess. Plus, nvda continued with python 2 for a very long time, even though python3 was available by then and we still made add-ons for it, so I don't see any problem in me using immunity debugger sometimes.p.s. Immunity debugger is more like ollydbg, I mean not that accessible. However, we can use python pluggins pretty religiously in stead of struggling with accessibility problems. Or, who knows, maybe you guys find it more accessible than I do?

URL: https://forum.audiogames.net/post/600057/#p600057




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Re: Any tips for using Wireshark?

2020-12-19 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Any tips for using Wireshark?

yes, but not alone. Wireshark/tshark only analise packets coming to or going from the machine you start the capture on, or so I learned in my admittingly limited use of the software.for what you want, I'd recommend learning to use nmap, though I absolutely have no idea whether this is available on systems other than linux, as I herd of it only after switching from windows.OK, so apparently it works on windows too, but it's better suited to linux.I found the base tutorial I used to learn nmap.https://hackertarget.com/nmap-tutorial/Enjoy!

URL: https://forum.audiogames.net/post/600097/#p600097




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Re: Bleep bleep in C ++

2021-03-03 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Bleep bleep in C ++

well, as I and most of this forum have practically no experience with zdsr extenssions, or add-ons, or whatever you want to call them, I honestly can't tell what you did wrong or not. If you can give us a template extenssion, then explain in which way yours differs from the standard hello world kind of extension, we might be able to help somewhat then.However, by my humble observations and your comments, you're generating a beep in the function zdsr loads perhaps, either when it itself loads, or when it loads the extenssion. In the first case, my guess would be that the sound system didn't initialise yet or something, so it can't make the beeps be herd over your speakers, though I think they are generated internally. If the second, and then it doesn't matter what happens with the first, the base frequency is too low for the human ear to hear, so then it might be unperceptible to you.To see if the first thing is right, move the beep to another function like the process one which, by its name and signature, I'd guess gets called each time a new message should be spoken, like this:/**Warning: If what I wrote above is true and this function executes every time a message is generated, then the checking for spaces and beeps and stuff would happen for every message, not only text.*As I DK much about zdsr if anything at all, I will leave this detail to you to figure out because I can't.your code follows here, with some obvious modifications and annotations along the way.*/#include "ZDTextPreprocess.h"UINT g_enabled;UINT g_basefreq;UINT g_hzperspace;UINT g_beeplength;// A function called when Zhengdu loads.int WINAPI Init(){    g_enabled = GetPrivateProfileIntW(L"set", L"enabled", 0, L"c:\\set.ini");    g_basefreq = GetPrivateProfileIntW(L"set", L"basefreq", 240, L"c:\\set.ini");    g_hzperspace = GetPrivateProfileIntW(L"set", L"hzperspace", 30, L"c:\\set.ini");    g_beeplength = GetPrivateProfileIntW(L"set", L"beeplength", 100, L"C:\\set.ini");//mostly that should go in the init method/function, unless you have other systems to initialise as well. As you don't, retrieving of values are the only sensible thing to do here.    return 1;}int WINAPI TextPreprocess(wchar_t* oldString, wchar_t* newString){    /**    *The algorithm I'm gonna use here is pretty simple:    *Warning! I assume I'm given a single line of text at a time. If this result is not the desired one, feel free to modify it appropriately.    1. I declare a variable called cur-freq to store the global value retrieved from the config file. We do this because it will be tampered with shortly and I don't want to mess up the global variable because this function might be called subsequent times during the lifetime of this extenssion and I don't want to leave things behind, this way I certainly avoided a hard to track bug.    2. I iterate over the string given in the first parameter of the function either untill I find the space char, or the end of string. Important! You must check for end of string too, since you might get horible crashes and hard to track bugs otherwise. If you're wandering, why should I do this, just ask your self, doesn't zdsr ever say blank? If so, think what that is...tip, not a  space at all!    3. In the iteration, for each space it finds, it increments the value we have stored locally in the cur-freq variable by g_hzperspace amounts untill it finds no more spaces, at which point it breaks out of the loop. As a consequence, the beep should be higher in pitch the higher the number of spaces in the given message is.    4. When the loop is done, it goes on and beeps with the untouched beep length took from config or whatever, and the modified frequency variable we made in the previous steps. Note, I assume beep is a zdsr function or whatever that accepts a frequency and a beep length and then beeps, it is a black box to me, so I work with it as is. If any bugs arise from the incorrect use of this function, then I can't be held responsible since I don't have documentation.    */    DWORD cur-freq = g_basefreq;    unsigned byte iterator=0;    while(oldString[iterator]!="\0"&&oldString[iterator]=="\s")//\s means a whitespace, spaces and tabs are treated the same.        {        cur-freq+=g_hzperspace;iterator++;    }    Beep(cur-freq, g_beeplength);//the castings aren't necessary, not with my compiler anyways. Feel free to add them if you need them again.    return 0;}Here you go, this is how I think it should look like, feel free to correct me and provide more info about extenssions and such so that we can help you more effectively.

URL: https://forum.audiogames.net/post/619750/#p619750




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Re: How to add a library to c sharp?

2021-03-03 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: How to add a library to c sharp?

well, bass is a good option for now, untill synthizer becomes more stable and good enough bindings are available for it. For now, I don't think there is a bass nuget package available, but you can get it in bass forums, in the bass for .net topics. If you go on the un4seen website, you can then download bass for all operating systems you want to support with your app. Then, you use the bass wrapper as you would any other assembly reference, you add it in the solution as a reference to your project, then add the native libs with the copy to build directory build action so that they are in the same folder as your app and the bass wrapper so that your program can find them more easily.

URL: https://forum.audiogames.net/post/619755/#p619755




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Re: Bleep bleep in C ++

2021-03-03 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Bleep bleep in C ++

btw, just for curiosity's sake, did my algorithm I threw up in a few minutes actually work?

URL: https://forum.audiogames.net/post/619794/#p619794




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Re: Bleep bleep in C ++

2021-03-03 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Bleep bleep in C ++

btw, do you know where can I get zdsr free version that could work on my windows vm? I am using ubuntu as my main right now, so can't test it natively, don't really like windows.

URL: https://forum.audiogames.net/post/619881/#p619881




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Re: Why "COMify" the SAPI support in C Sharp?

2021-03-10 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Why "COMify" the SAPI support in C Sharp?

Yeah, it does. If you want something that doesn't use com, try the c# wrapper for eSpeak, or the tts engine present in uwp, that uses the one core voices instead of sapi, a totally different platform actually. And you're right, the usage of com in stead of sapi is nothing more than personal preference as far as  I am aware, please correct me if I'm wrong.

URL: https://forum.audiogames.net/post/621815/#p621815




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Re: how shall I use Intelli Sense?

2019-05-24 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: how shall I use Intelli Sense?

The same thing is happening to me and I gave up trying to solve the issue. JAWS is not doing any better either, so, the easiest option is to leave versus/visual studio alone unless you are at a univercity, involved in a big project,or something and need to work with sighted persons and need to use it to build and integrate with other components.What language are you programming in? What frameworks are you employing?If c or c++, then i recommand clang . If it's .net framework, however, then you are in no luck unless you want to use mono develop and I don't know how accessible this may be.If anyone has any suggestions, am interested, too.

URL: https://forum.audiogames.net/post/436310/#p436310




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Re: Ride, new code editor for blind programmers

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


  


Re: Ride, new code editor for blind programmers

Hy!I am sorry for resurect this old topic, opening

URL: https://forum.audiogames.net/post/436562/#p436562




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Re: Ride, new code editor for blind programmers

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


  


Re: Ride, new code editor for blind programmers

Hy!I am sorry for resurecting this old and nasty discussion topic, but I have a request for you, @1.I noticed that many criticisms have been thrown like poison at this little project and I cannot help my self from reiterating other persons point, that being that, if one doesn't have a need for it, iterate your point ones, not again and again.I agree partly with Ethin, though. I agree that this is not a fully grown ide, not even a code editor, so I am willing to make it at least a decent code editor.So, I am asking you that, if you can, clean your code up abit and release both the bgt and the c# source to the public.Another question: can anyone teal me how to add a message that will appear after my posts?

URL: https://forum.audiogames.net/post/436584/#p436584




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Re: Audio video games

2019-12-21 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Audio video games

Yes, certainly, the only condition is to be sighted.Jokes aside, I think that, thise days, to produce even modest quality games, one would need a team of developers, sound designers, etc, believe me, I found this out the hard way.Those set aside, I think it wouln't be so hard to add a sighted person in the team, now would it?

URL: https://forum.audiogames.net/post/487297/#p487297




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Re: Audio video games

2019-12-21 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Audio video games

I never knew that game existed. What is it about? Is it something like the gate, humans vs robots? Did he really do the grafix by him self? If so, are you shure the grafix are true sprites with animation , not something like mear buttons and such?

URL: https://forum.audiogames.net/post/487308/#p487308




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Re: Ride, new code editor for blind programmers

2019-08-15 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Ride, new code editor for blind programmers

Hy!I am sorry for not being able to visit this forum in a verry long while. Other things like my internet connection collapsing when I needed it most, my computer suddanly not being able to start on its own once I shut it down, and many others left aside, I am  working on a little project of my own, an implementation of (*gasp*) bgt leveraging the .net framework.Regarding the discussion in this thread, I don't know how to write a vs plugin, so I am of little help there.What I can do instead is help this editor grow abit more by adding some features.When I think about it though, it seems natural to want to integrate indentation based navigation in another popular editor instead of reinventing the wheal, but I strongly advise you to make ride  opensource because, if nothing else, c# beginners could learn by having an interesting, well structurede program to study . If you think it a wise decission, no one is going to stop you from publishing the bgt version asswell.If you want to make a vs plugin out of ride, then I wish you good luck with it, but I for one am verry.curious about your algorithm of parsing the indentation as well as how your editor keeps trac of where it is in the tree of nested blocs.Before I forget, I have one more little question:how can I attach a text to my profile so it appears under my posts ?

URL: https://forum.audiogames.net/post/455723/#p455723




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Re: Ride, new code editor for blind programmers

2019-08-15 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Ride, new code editor for blind programmers

Hy!I am sorry for not being able to visit this forum in a verry long while. Other things like my internet connection collapsing when I needed it most, my computer suddanly not being able to start on its own once I shut it down, and many others left aside, I am  working on a little project of my own, an implementation of (*gasp*) bgt leveraging the .net framework.Regarding the discussion in this thread, I don't know how to write a vs plugin, so I am of little help there. What I can do instead is help this editor grow abit more by adding some features.When I think about it though, it seems natural to want to integrate indentation based navigation in another popular editor instead of reinventing the wheal, but I strongly advise you to make ride  opensource because, if nothing else, c# beginners could learn by having an interesting, well structured program to study . If you think it a wise decission, no one is going to stop you from publishing the bgt version as well.If you want to make a vs plugin out of ride, then I wish you good luck with it, but I for one am verry curious about your algorithm of parsing the indentation as well as how your editor keeps trac of where it is in the tree of nested blocs.Before I forget, I have one more little question:how can I attach a text to my profile so it appears under my posts ?

URL: https://forum.audiogames.net/post/455723/#p455723




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Re: Ride, new code editor for blind programmers

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Ride, new code editor for blind programmers

Strangely, the link is'nt ammoungst my other profile details. Opinions?Another of my little questions   and What does shades of newbie meen and why does it appear in front of all my posts?

URL: https://forum.audiogames.net/post/455806/#p455806




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Re: Ride, new code editor for blind programmers

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Ride, new code editor for blind programmers

Strangely, the link isn't ammoungst my other profile details. Opinions?Another of my little questions   and=)What does shades of newbie meen and why does it appear in front of all my posts?How can I use smilies properly? Must I remember each code and what it does?

URL: https://forum.audiogames.net/post/455806/#p455806




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An implementation of bgt running on the .net framework

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


An implementation of bgt running on the .net framework

Hy!For some time now, I considered opening this matter to a debate, taking into account the flameware consuming each and every topic in which there is the slightest eancling about bgt, so, I decided for it, damm the consequences.My first programming language ever was bgt, so it seems natural to want to resurect it's korpsAs my programming skils  improved, I noticed the nerrow mindedness and the ever growing number of limitations of the bgt language like not being able to create and pass C structs as we as passing callbacks to a dll like autoit does and many others, so I started trying out other programming languages like pb, python, C/c++, java, etc.There were many problems with those languages like not supporting object orientation(pb), having so many libraries, packages/namespaces and classes that remembering each library and function along with it's purpose is next to impossible(java). So, I decided to take the matter in my own two hands, enhancing bgt with the power of .net framework.Offcourse, in order to keep backwards compatibility, I'll use angelscript as the script interpreter, the bass library and it's .net wrapper for sound related stuff, windows forms for gui, something that I don't know of for regular expressions and pb functions as a dll and .net wrapper around them for everything else.For the time being, I'm reading the angelscript documentation and examples to figure out how it works.I have two little questions, though:Should I persue this matter further? Is it worth it?Can anyone teal me whether a .net wrapper around angelscript with or withoutthe C interface is possible? If so, can anyone give me an example of it?

URL: https://forum.audiogames.net/post/455861/#p455861




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Re: An implementation of bgt running on the .net framework

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An implementation of bgt running on the .net framework

The System.Windows.Forms assembly provides all those features and many more, but, because of the way System.Windows.Forms is implemented, I must warn you, gui creation with the new bgt will never be easy, if you ever worked with c# you know what I'm talking about.With this occasion, I'd like to mention some notes that I left out in the previous post:1: The name of the new bgt must be changed because bgt is copyrighted and I am open for suggestions.2: Since I can't understand the licience agreements most of the time, if you find any copiright violation in this topic, please let me know by replying to this topic.3: Don't expect a releas soon for the angelscript documentation is verry ambiguous some times and I still don't know nither wheder I could generate a .net wrapper around angelscript nor how to integrate the C interface or how many people will want this since if there aren't enough people wanting this, I will not persue the matter further. In conclusion, We can't speak about a release untill some months passed to make shure that a .net wrapper around angelscript is possible.

URL: https://forum.audiogames.net/post/455880/#p455880




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Re: How to use a synthesizer speak library in c#

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: How to use a synthesizer speak library in c#

Instead of using sapi, I recomand creating a wraper around a more powerfull and cross platform engine like espeach using the espeak.h that comes with the library when you download the source code. About the espeak.dll, you can get it from the nvda folder.I'd do it my self, but I don't know enough C because otherwise, I've done so for the new implementation of bgt(see first page of developers room) along with the already implemented sound class.

URL: https://forum.audiogames.net/post/455923/#p455923




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Re: An implementation of bgt running on the .net framework

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An implementation of bgt running on the .net framework

masonian wrote:Sounds cool. Though make sure it supports 64-bit out of the box, as 32-bit seems to be dying very quickly.I could not verify since my computer is not amd64 compliant, so I have to rely on my c# compiler to compile for any cpu, but I can't say the same regarding the unmanaged code from libangelscript.so, libespeak.so and many others.

URL: https://forum.audiogames.net/post/455947/#p455947




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Re: bgt networking, packet size limit

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: bgt networking, packet size limit

simter wrote:the worced problem i have is that bgt is not even properly retreaving the file contents.What do you mean with not properly retrieving the file contents? I could be of some help there.Now refering to your original question, there is no size limit, but be careful not to send some hidiously large file because bgt does not split a packet in manageable chunks, so some routers may drop the packet because of bandwidth concerns. Also, when you send such large files, make shure you use the send_reliably function to be shure it arrives at destination.As a sidenote, can anyone teall me how can I logout of this account for when the need arrises?

URL: https://forum.audiogames.net/post/455960/#p455960




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Re: AudioGame Collaboration: Should We Do It?

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I suggest creating a game emulating a film even if not an entire film, some scenes will be ossum.For example, you could develop a level to be the fight with smaug in The hobit, another could represent the great battle with orks, nasguls, ents and gods know what from "The two towers, lord of the rings".

URL: https://forum.audiogames.net/post/455987/#p455987




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Re: bgt networking, packet size limit

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: bgt networking, packet size limit

In that case, make sure you are reading the file in binary mode because after "MZ", there are some null bytes because you are reading the dos header of the executable, but bgt, like C and many others, thinks that it encountered end of string and stop reading. So happens with .wav or any other binary files when they are read in text mode.

URL: https://forum.audiogames.net/post/455989/#p455989




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Re: C#: The simplest playing sound method?

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: C#: The simplest playing sound method?

You can use bass and it's .net wraper, both downloadable from un4seen.com.I know this is abit complicated, but you will be gratefull for the time and effort required for building helper classes when you'll get to more complicated things like effects and so on.

URL: https://forum.audiogames.net/post/455993/#p455993




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Re: bgt networking, packet size limit

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: bgt networking, packet size limit

The alert function does the same things with the data as explained above.You can test my theory by opening a new file in write binary mode, writing the conts of the first file, close the second file and try to run it. If it executes, my theory is valid and you should not be waried about data loss because of this.

URL: https://forum.audiogames.net/post/455995/#p455995




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Re: An implementation of bgt running on the .net framework

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An implementation of bgt running on the .net framework

I have both .so and .dll files because I work on both a windows laptop and an ubuntu birtual machine with mono.I am doing this both as a learning project  as well as for people that still use bgt despite it's  limitations.Do you know whether angelscript can be wraped with .net?

URL: https://forum.audiogames.net/post/456005/#p456005




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Re: Pathfinding implementation?

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Pathfinding implementation?

Is it true that bgt uses A* for path finding?

URL: https://forum.audiogames.net/post/456012/#p456012




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Re: An implementation of bgt running on the .net framework

2019-08-16 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An implementation of bgt running on the .net framework

I don't do it for my self, because if it were so, I'd stick with python and iron python and fuck bgt until it's truly dead, so dead that no one could use it because they would be too afraid to touch it's korps.As I wrote in the previous post, I persue the matter further only because of the people who, despite the  many limitations, don't give up bgt.About the popularity problem, I know it and I don't  verry much chare, so, I don't want this little project  to spread much wider than this forum. now, don't make the mistake of imagining that the new bgt wil be like the old one. For example, the sound class will have the usual properties and methods, but it would also have functions for efects and true 3d positioning.Regarding c++/cli, could you show me an example wraping a small subset of angelscript, just to see whether is it worth it?

URL: https://forum.audiogames.net/post/456044/#p456044




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Re: An implementation of bgt running on the .net framework

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An implementation of bgt running on the .net framework

Offcourse it has, so many of them that sometimes I feel like smashing my head along with my laptop and the phone I use to post my recent replyes against a window, but, rather than using java, I'll choose this every day. I wander how other blind c# programmers deal with this kind of problem. Do they have an offline msdn like there once existed a .hlp file with all the windows apis for integration with the pb editor?@12: Somewhere deep down, I hoped that you'd say that because I was'nt emotionally prepared for the headake such code would have caused.    I totally agree with you regarding the angelscript apy, that is why I prefer the iron python api or even the C python api, but I choose this because of backwards compatiblity reasons.Regarding lua, this Seems to bea verry good idea but for one small reason:As far as I am concerned, lua does not support oop like python does, so, the question arrises, how can I add .net classes to the environment? How does an user add classe? Are metatables the only solution? This sounds like trying to implement oop in pb using some dirty tricks.But again, I might be wrong since verry much time passed since I last visited lua and things might change, please correct me if I'm wrong.

URL: https://forum.audiogames.net/post/456120/#p456120




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Re: Electron app for beginners?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Electron app for beginners?

I don't recommand learning electron because, from my experience, electron apps are more inacessible than not, so I think that it's wisest to stick to cross platform development with xanarin.

URL: https://forum.audiogames.net/post/456125/#p456125




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Re: How to use a synthesizer speak library in c#

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: How to use a synthesizer speak library in c#

The espeak package can be found on the same website on which you can find espeak for sapi5 and espeak edit.I warn you, this is not easy because this lib has agreat many functions accept cdecl callbacks

URL: https://forum.audiogames.net/post/456136/#p456136




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Re: C#: The simplest playing sound method?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: C#: The simplest playing sound method?

You don't need to do that because someone did that already. Check the bass website under the other apis section

URL: https://forum.audiogames.net/post/456140/#p456140




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Re: live radio or televisyon channel on BGT?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: live radio or televisyon channel on BGT?

Can you reformulate your question?Offcourse you can't connect to your tv with bgt, neither will you be able to with any programming language.What is a pls file?

URL: https://forum.audiogames.net/post/456145/#p456145




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Re: An implementation of bgt running on the .net framework

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An implementation of bgt running on the .net framework

I can't use js because microsoft alreadi implemented managed js, so I will stick to ironpython or lua.Can you think of a way to add a class to lua as a metatable, maybe using reflection?

URL: https://forum.audiogames.net/post/456148/#p456148




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Re: eci for bgt?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: eci for bgt?

Some people whom I know tryed to do the same with .net and everything returned true even though I did not hear any sound, so I will keep an eye on this topic.

URL: https://forum.audiogames.net/post/456158/#p456158




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Re: live radio or televisyon channel on BGT?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: live radio or televisyon channel on BGT?

I still don't know what are you are talking about, mainly because I am not familiar with such things, but I am sorry to disappoint you by saying no.What you can do is to find a showcast or icecast server for the radio station and use bass to play the audio data from the remote url.

URL: https://forum.audiogames.net/post/456166/#p456166




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Re: coding in auto it3?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: coding in auto it3?

The only thing that is interesting about au3 is how does the DllStruct works, can anyone take a guess? Does it integrate a C compiler?

URL: https://forum.audiogames.net/post/456174/#p456174




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Re: eci for bgt?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: eci for bgt?

I don't know about the header file, but the dll can be found in the eloquence nvda addon.

URL: https://forum.audiogames.net/post/456178/#p456178




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Re: coding in auto it3?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: coding in auto it3?

It mat interests me because I want to implement it in my new bgt

URL: https://forum.audiogames.net/post/456185/#p456185




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Re: C#: The simplest playing sound method?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: C#: The simplest playing sound method?

I have already done something like this. If my computer was not damaged beyond repair, I would give it to y ou.It's almost like bgt, it even has pan and volume property for realtime configuration.

URL: https://forum.audiogames.net/post/456191/#p456191




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Re: coding in auto it3?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: coding in auto it3?

I think that we stumbled upon a verry nasty problem, calling a function from a dll.As you sead, calling dll functions is dangerous because one can find the functions but not their signature. But what could stop me from disassembling the function and figuring out it's aproximate signature by hand?I don't know anything about go, but the c++ example looks  nice. Could you do the call without the typedef? I'd do it  by creating a new  function with a variable number of arguments, buffers for storing the values and some assembly for stak manipulations and  for calling   the specified function address, how would you do it?

URL: https://forum.audiogames.net/post/456234/#p456234




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Re: Making a music player in bgt, but a bit more complicated.

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Making a music player in bgt, but a bit more complicated.

You can do this in two diferent ways1: You could make it  accept as input a folder name, finding the files that match *.wav, iterate over them loading the sound object with each file name.2: In explorer, windows sends each file you select as a separate command line argument to the program associated with that file extension, so you might take that in account while building the thing.Regarding the unlocking, ,... too implementation specific. Please come back to us when more of the project so you can explain more contextual details.

URL: https://forum.audiogames.net/post/456243/#p456243




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Re: Making a music player in bgt, but a bit more complicated.

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Making a music player in bgt, but a bit more complicated.

You can do this in two diferent ways1: You could make it  accept as input a folder name, finding the files that match *.wav, iterate over them loading the sound object with each file name.2: In explorer, windows sends each file you select as a separate command line argument to the program associated with that file extension, so you might take that in account while building the thing.Regarding the unlocking, ,... too implementation specific. Please come back to us when more of the project is readyso you can explain more contextual details.

URL: https://forum.audiogames.net/post/456243/#p456243




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Re: coding in auto it3?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: coding in auto it3?

I should really move those three or so posts that talk about dll calling and the bgt remake in the thread that was made for this purpose but I don't know how. Moderators?The dll calling makanism will be built around a function that uses a format string like printf to allocate  buffers of the right size for the currently parsed datatype ackording to the format string(see the end of the previous post)whos return value is the same value of the function called from the dll.

URL: https://forum.audiogames.net/post/456253/#p456253




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Re: Ride, new code editor for blind programmers

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Ride, new code editor for blind programmers

This sounds osum. When can we expect a release of the ride as a vs plugin?By the way, thank you for the indentation parsing algorithm. Now, for all I care, the old ride could go to the grave, but that is probably only me.

URL: https://forum.audiogames.net/post/456257/#p456257




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Re: coding in auto it3?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: coding in auto it3?

Ok, but how the hell did au3, bgt, or even python's ctypes handle the funtion calling and passing of parameters? Is there a winapi function to do it?

URL: https://forum.audiogames.net/post/456260/#p456260




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Re: coding in auto it3?

2019-08-17 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: coding in auto it3?

Yes, but what follows after GetProcAddress that results in the function  being actually  called?I searched for ond google  and,though there must be a standardised method of doing it, I could not find anything, so I could say that I found the mistery of the day unless anyone have something to add?

URL: https://forum.audiogames.net/post/456272/#p456272




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Re: An implementation of bgt running on the .net framework

2019-08-18 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An implementation of bgt running on the .net framework

I don't use .net because I want an interpreter grinding on another one like bone on bone, this would be only as a sideeffect. I do  it because I want the users of my bgt to be able to leverage the full power of .net.Since bgt is nothing more than a fansy c++ interpretor and as much a compiler as pyinstaller is, I choose ironpython as intherpretor unless mister ethin comes up with an example of using and registering a .net class with lua.Does anyone know whether there is iron python for  python3?

URL: https://forum.audiogames.net/post/456344/#p456344




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Re: An implementation of bgt running on the .net framework

2019-08-18 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An implementation of bgt running on the .net framework

No, offcourse not , not manually atleast.For example, I could create a function in ironpython that adds a reference to the assembly passed by name and imports * from that assembly.This way, only some classes could be wrapped in helper classes to make life easier.Could you please provide the .net classes in lua example? I am trying to decide between lua and ironpython, so your help would be verry appreciated.

URL: https://forum.audiogames.net/post/456387/#p456387




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Re: How to use a synthesizer speak library in c#

2019-08-18 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: How to use a synthesizer speak library in c#

Well, what about the wrapper? have you managed something? Do you encounter problems somewhere along the road?

URL: https://forum.audiogames.net/post/456390/#p456390




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Re: An implementation of bgt running on the .net framework

2019-08-18 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: An implementation of bgt running on the .net framework

Then, it is decided, I'll use iron python rather then trying to create a wrapper for that thing with swig.One more question: can I create a delegate that will be able to associate itself with any function, no matter its signature like angelscript does with the global function regestering mechanism? Is the params keyword allowed in delegate definition?

URL: https://forum.audiogames.net/post/456417/#p456417




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Re: Keeping Track of a game's storyline/objectivs

2019-08-19 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Keeping Track of a game's storyline/objectivs

I suggest looking into the observer pattern, maybe it will help somehow.For example, the square may send a notification when you step on it and it is marked as an important place to reach, or the player may send a notification when a key goal like taking the ultimate weapon and whoever is listening  will receive the message and  something may happen like a levelup, the enemy maneger commanding all enemies to regroop and prepare for you blasting them with the super weapon, etc.

URL: https://forum.audiogames.net/post/456556/#p456556




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Re: problem with saving my game

2020-01-01 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: problem with saving my game

Or you could save each class in a sepparate file for the sake of a simpler retrieval, but still present to the user a single file that is, further more, in a not so accessible location as well as harder to cheat.The first step is to serialize the classes using the System.Runtime.Serialization namespace or whatever else is out there, but as you've already done this, you are fine, I think.Next, encrypt each file with a strong key(I can't give enough advice here for I don't know much my self,) put all of them in a zip archive, then encrypt the archive itself, not only with the zip password thing for it has proven insufficient time and again, rather encrypt the entire file with something like FileEncrypt in bgt.Then, you can save the resulting package in a location hidden by default and free from uac warnings and access denied errors. Such a location could be:%appdata%/roaming/companyname/gamename/save/save-timestamp.datAnd you're finally done with this stupid thing.I want to use this mechanism in my own future games, so I would need your opinions, guys, do you think this would work?

URL: https://forum.audiogames.net/post/489949/#p489949




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Re: problem with saving my game

2020-01-01 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: problem with saving my game

I never used binary streams before, only xml ones, so that, in case anything unexpected happens, I can at least figure out what happens to my data with xml.As to why zip files, the size of the data packaged this way tends to diminish considerably, so if you have a huge colection to save, this might be a bonus, I don't know.

URL: https://forum.audiogames.net/post/489994/#p489994




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Re: problem with saving my game

2020-01-02 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: problem with saving my game

Yeah, zip should not, in my opinion, be used when speed is critical. A good place to enter a save is when inbetween levels area, something like the gate. Anyway, the thing is to say when save is in progress and when it ended, so that the user not think the game froze.

URL: https://forum.audiogames.net/post/490097/#p490097




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Re: Shooter with C#

2020-01-02 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Shooter with C#

You don't know wpf, but you know winforms, right?If you do, the folowing mostly works most of the time.Make all your objects and game logic, including players, enemies, multiplayer, sound, maps, game manager as well as global game state in a class library, for the virtues of mvc, where the module is the model that could be reused, for porting or whatever.Represent each navigable game state in a separate form, calling formname.ShowDialog(); on the OnClick event for the button that would logically trigger the transition to that stateFor example, you would make the menu state be the first window to appear. This should, ideally, be done as a form with a row of buttons with the OnFocus event that is set to a method that uses sapy to speak the text provided in Sender.Text. In that menu, the start game option will have in its OnClick method a call to frmMenu.ShowDialog(); That could work in all user accessible states.Make shure that the keyboard handling is done using OnKeyDown, etc for there will be no conflict with jaws anymore.To simulate the game loop, I suggest using a timer control that fires every constvar ms, in that method associated with the timer, call your update method and increment your update counter.I think this are the basics, so please remind me if I forgot anything, will you?

URL: https://forum.audiogames.net/post/490107/#p490107




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Re: problem with saving my game

2020-01-05 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: problem with saving my game

@10: No, that's the problem, you can't, as far as I know, do it that way. If you want to save a whole class, though not the fastest solution, the serializer is a safe bet.Plus, the binary approach is, though significantly faster, verry low level. Imagine you can't save but a single field or property at any given time. In this case, every class should have, say, a save method that would gather the needed data and save it. Then, a load method would perform the oposite, loading the data in a specific way(see the post before yours), then initialise the class with it, doesn't it sound abit BGT-ish to you?Saving with a binary stream can, in my opinion, come in handy when you need to save a verry small amount of data like player name, level, location as well as the number of the current map, etc because the other factors are known, random, etc. This way, you actually simplify the save as well as improving performance and file size.So, the method you choose greatly depends on the size of the data you deal with:if you find a small portion crucial for the game to run, use the second option.In contrast, if you find your self needing a huge object saved entirely for the game to work like, I assume, in minecraft, then use the serializer, though this may verry well be a design problem, to need such an object, that is.The golden rule here is, save only as much as you need and try to save as little as possible for obvious performance reasons.btw, sorry for going abit oftopic here, but you know how it is, once you start writing, you can't ever stop lol.

URL: https://forum.audiogames.net/post/490846/#p490846




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Re: problem with saving my game

2020-01-05 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: problem with saving my game

@10: No, that's the problem, you can't, as far as I know, do it that way.If you want to save a whole class, though not the fastest solution, the serializer is a safe bet.Plus, the binary approach is, though significantly faster, verry low level. Imagine you can't save but a single field or property at any given time. In this case, every class should have, say, a save method that would gather the needed data and save it. Then, a load method would perform the oposite, loading the data in a specific way(see the post before yours), then initialise the class with it, doesn't it sound abit BGT-ish to you?Saving with a binary stream can, in my opinion, come in handy when you need to save a verry small amount of data like player name, level, location as well as the number of the current map, etc because the other factors are known, random, etc. This way, you actually simplify the save as well as improving performance and file size.So, the method you choose greatly depends on the size of the data you deal with:if you find a small portion crucial for the game to run, use the second option.In contrast, if you find your self needing a huge object saved entirely for the game to work like, I assume, in minecraft, then use the serializer, though this may verry well be a design problem, to need such an object, that is.The golden rule here is, save only as much as you need and try to save as little as possible for obvious performance reasons.btw, sorry for going abit oftopic here, but you know how it is, once you start writing, you can't ever stop lol.

URL: https://forum.audiogames.net/post/490846/#p490846




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Re: Efiction writer publication platform isn't select multiple items

2020-01-06 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: Efiction writer publication platform isn't select multiple items

Alternatively, you could put those values in a group of checkboxes. This way, you could select more at once, isn't that good enough?

URL: https://forum.audiogames.net/post/491043/#p491043




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Re: im stuc again...

2020-01-13 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: im stuc again...

Have you tried running it with the vs debugger to see what exception is raised?The code looks good enough, but I am not familiar with the libraries you use, so I can't be shure. Are you using xna, or am I mistaken? Isn't it deprecated?Anyway, I don't know enough about your code to give you more advice than I have already. For example, how does the map class look like, what about the engine class, what if the exception originates from there?

URL: https://forum.audiogames.net/post/492593/#p492593




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Re: im stuc again...

2020-01-13 Thread AudioGames . net ForumDevelopers room : bgt lover via Audiogames-reflector


  


Re: im stuc again...

@13: I didn't ever use mono game. I always used winforms with entities whos various methods I call at OnKeyXxx in the current form.For example, if we have this code fragment:namespace model{public class Player{...public void Move(PlayerDir pd){//check for movement value, left or rightState=PlayerState.Walking;}...}}...using System.Windows.Forms;using System.Keys;...Player p= new Player();Then, in the overwrited OnKeyPressed method, one can do the following:if(Key==Left) P.Move(Playerdir.Left);Do you think this is too much code for nothing? Is this perhaps a sighn that I should learn monogame as well?@12: Make shure you build the project with the debug configuration in place and you have the debugger running on the project by clicking debug>run debugger.Check this and please post here, I am rather curious on what is happening there.

URL: https://forum.audiogames.net/post/492605/#p492605




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