Re: Fund the Future of Accessible Gaming

2017-04-04 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Fund the Future of Accessible Gaming

That's a good point, I am also grateful that you have provided such an extensive documentation for this library.As per the weather radar thing, yes I suppose that would be majorly tricky, probably a multi year project all on its own, assuming Libaudioverse was already complete enough that no changes ever needed to be made to it or anything.

URL: http://forum.audiogames.net/viewtopic.php?pid=305683#p305683





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Re: Fund the Future of Accessible Gaming

2017-04-04 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Fund the Future of Accessible Gaming

Hi Camlorn,Firstly I apologize for changing the name of your library, - I thought Libaudioverse was actually meant to be spread out into three words originally, and that libaudioverse in that spelling was simply derived from the Git Hub link or something.Secondly though, I've always longed for a way that blind people could view weather radar, I believe the technical term for it is Doppler radar. I would have to do more research on how that information is presented - perhaps it's a graph, perhaps it's something completely different, but I do know they will use color codes to represent certain weather conditions. I wonder if that sort of information would be able to be ported to audio using this library? Just a thought.

URL: http://forum.audiogames.net/viewtopic.php?pid=305632#p305632





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Re: Fund the Future of Accessible Gaming

2017-04-04 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Fund the Future of Accessible Gaming

I'm not quite sure if the example provided by Chris Toth was ever compiled, but I do remember playing it and it was a truly high quality example of LibAudioVerse. I do agree though, a compiled 2 or 3d example would be great, with as many of the affects (occlusion, environments, etc).

URL: http://forum.audiogames.net/viewtopic.php?pid=305556#p305556





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Re: Positional ambiances with Libaudioverse

2017-03-30 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Positional ambiances with Libaudioverse

You can, but that's also a very simple matter. Most things side scroller are. If I were doing this as a side scroller, I would probably have the source not pan while a player was over it. But this is 3d.

URL: http://forum.audiogames.net/viewtopic.php?pid=304658#p304658





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Re: 3d game BGT

2017-03-28 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: 3d game BGT

Strings shouldn't be used most likely if the map is big. Try unsigned 8 or 16 bit integers. I think in BGT you'd use uint8 or uint16 for the declaration.

URL: http://forum.audiogames.net/viewtopic.php?pid=304416#p304416





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Positional ambiances with Libaudioverse

2017-03-28 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Positional ambiances with Libaudioverse

Hi guys,So I was wondering. I'd like to make ambiances in my game, such as perhaps room ambiances or rivers, that were positional while one was on the outside of them, but acted as a normal room ambiance once the player was within its boundaries. I.E, a river, perhaps like the one in STW, where you walk beside it and it is positioned and does not fall behind until you're passed it.

URL: http://forum.audiogames.net/viewtopic.php?pid=304380#p304380





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Re: Let's Build an Audiogame Together in Python

2017-03-23 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

We are here to help.A good way to slice up posts is in heading form, where the headings represent subsections of the post. Go from the beginning to the end. As in, where someone can follow along with what's being read, and have the post instructions completed by the end. The first post was great, and I was able to understand it very well.

URL: http://forum.audiogames.net/viewtopic.php?pid=303646#p303646





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Re: Let's Build an Audiogame Together in Python

2017-03-13 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

Agreed. The only reason it worked in B G T when that form of tutorial was available was the fact that the text version could be read along with the recording should there have been any misconception.

URL: http://forum.audiogames.net/viewtopic.php?pid=301913#p301913





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Re: Playing sounds in Python

2017-03-11 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Playing sounds in Python

@Hijacker actually such example code would be nice, as the only way I know how to play sounds in Libaudioverse is by connecting them to a source first.

URL: http://forum.audiogames.net/viewtopic.php?pid=301606#p301606





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Re: Let's Build an Audiogame Together in Python

2017-03-10 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

Hey, what has happened to this? It's 3/10/2017, it's been a couple weeks since the last update. This looks quite promising.

URL: http://forum.audiogames.net/viewtopic.php?pid=301468#p301468





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Re: Decks, hands, shuffling

2017-01-30 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Decks, hands, shuffling

suits=['spades','clubs','diamonds','hearts']values=['ace','2','3','4','5','6','7','8','9','10','jack','queen','king']class card: def __init__(self):  self.value=""  self.name=""  self.suit=""deck=[]def make_deck(): for a in range(len(suits)):  for b in range(len(values)):   c=card()   c.suit=a   c.value=b   c.name=b+" of "+a#let me know if you need more help.

URL: http://forum.audiogames.net/viewtopic.php?pid=295178#p295178





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Re: Aprone, how do you save maps in swamp?

2017-01-10 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Aprone, how do you save maps in swamp?

Thanks Aprone.That's actually quite a coincidence; I was not coordinating with anyone else on this question, I was simply looking for a way of storing a large number of tiles plus their information in a file and hoping it wouldn't take a whole bunch of time and memory to load. I appreciate this a lot.

URL: https://forum.audiogames.net/viewtopic.php?pid=293016#p293016





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Re: Aprone, how do you save maps in swamp?

2017-01-08 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Aprone, how do you save maps in swamp?

Thanks Aprone.That's actually quite a coincidence; I was not coordinating with anyone else on this question, I was simply looking for a way of storing a large number of tiles plus their information in a file and hoping it wouldn't take a whole bunch of time and memory to load. I appreciate this a lot.

URL: http://forum.audiogames.net/viewtopic.php?pid=293016#p293016





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Aprone, how do you save maps in swamp?

2017-01-07 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Aprone, how do you save maps in swamp?

Hi,Obviously I'm asking this to Aprone, but if anyone else knows the answer I'd appreciate it from you as well. But the reason I ask Aprone in particular, is because at least on multi1 map of swamp, there are well over 10 individual tiles, however the map loads pretty much instantaneously when it's launched. So what I'm asking is, how do you do that tile system? Are the tiles really just big rectangles that have a start x, end x, start y, and end y? Or do you have it so that every tile (coordinate) on the map is stored? I would have assumed the first, but in using CAE Jone's map editor, I found that it's actually quite possible to set tiles individually, as in you could have  grass in a rectangle all the way from 1 1 to 10 10, and plop a dirt tile at 4, 3 and it would save just fine, leading me to believe that maybe you store the tiles individually.I looked at the multi1 map file to see if I could get an idea, but it's more s
 omething likegrassgrass*inserts an 8 digit number*wallwall.wav*inserts long number*I would greatly appreciate your help in this matter, as the games which I am working on do use large scale maps such as this.Thanks,Steve.

URL: http://forum.audiogames.net/viewtopic.php?pid=292911#p292911





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Re: Tool for making/editing maps

2017-01-04 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Tool for making/editing maps

for what language is this?

URL: http://forum.audiogames.net/viewtopic.php?pid=292257#p292257





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Re: Pure basic devs, I could use your help

2016-12-11 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Pure basic devs, I could use your help

I did not mean it in any offensive way; I had other projects going on at the time and stopped for a while, (I'd already figured out a lot of pure basic mind you, this was 2 years after I started in it), and dug around in the BGT manual for something quick and easy to throw together. At that point I could do all but networking.

URL: http://forum.audiogames.net/viewtopic.php?pid=289267#p289267





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Re: Pure basic devs, I could use your help

2016-12-11 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Pure basic devs, I could use your help

For some reason I could not get this code to run. I kept getting weird errors about things such as initSound can only be called once, Etc.However, I will provide you with a link containing my remake of Windows Attack. I hope this helps at least somewhat.https://dl.dropboxusercontent.com/u/492 … attack.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=289251#p289251





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Re: Pure basic devs, I could use your help

2016-12-11 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Pure basic devs, I could use your help

I actually spent about 45 minutes one boring school day and cloned the windows attack game in Pure basic, so looking at your code should be no trouble for me. Initializing scanning operation... please wait

URL: http://forum.audiogames.net/viewtopic.php?pid=289249#p289249





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Re: a question about programming languages, python in particular

2016-12-02 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: a question about programming languages, python in particular

so far as I know, it's good to shut down your libraries, for example Libaudioverse, which is the sound library I am using. But as far as exiting, what I tend to do is thisAt the beginning of the file with my exit function in itimport syswhen it comes time to exitsys.exit()That kills the process, and for all I know everything associated with it. I haven't encountered any problems with this... though other users may have...

URL: http://forum.audiogames.net/viewtopic.php?pid=287989#p287989





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Re: A problem with sound positioning

2016-11-17 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: A problem with sound positioning

I used this, and gave it a test: it appears to be working just fine. Basically I ended up rotating the sound source around the listener's vector, found in the topic I mentioned in post 3 on post 34.def position_sound(handle, x, y, z, listener_x, listener_y, listener_z, theta):    theta=(theta*(math.pi/180))    r=sf.system.Vector3(0.0,0.0,0.0)    r.x=(math.cos(theta) * (x-listener_x)) - (math.sin(theta) * (y-listener_y)) + listener_x    r.y=(math.sin(theta) * (x-listener_x)) + (math.cos(theta) * (y-listener_y)) + listener_y    r.z=z    handle.position=(r.x, r.z, r.y)

URL: http://forum.audiogames.net/viewtopic.php?pid=286162#p286162





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Re: A problem with sound positioning

2016-11-16 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: A problem with sound positioning

I followed the instructions inhttp://forum.audiogames.net/viewtopic.php?id=7458If that helps any

URL: http://forum.audiogames.net/viewtopic.php?pid=286090#p286090





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A problem with sound positioning

2016-11-16 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


A problem with sound positioning

Hi guys,I get a division by zero error, when I try to use the below sound positioning code. The division by zero error only occurs, or seems to anyway, when my x is the same as the sound source's x. Here is the functiondef position_sound(handle, x, y, z, listener_x, listener_y, listener_z, theta):    theta+=90    if theta<0:        theta=360+theta    temp1=x -listener_x    temp2=listener_y -y    if temp1==0 and temp2==0:        absolutetheta=-1    if temp2>0:        absolutetheta=math.atan(temp1/temp2)    if temp2<=0:        absolutetheta=math.atan(temp1/temp2)+3.14    absolutetheta=(absolutetheta*(180/3.14))    relativetheta=absolutetheta-theta    tempf=math.cos(relativetheta*3.14/180)*-100    z=listener_z -z    tempv=math.sin(relativetheta*3.14/180)*-100    handle.position=(tempf, z, tempv)

URL: http://forum.audiogames.net/viewtopic.php?pid=286079#p286079





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Re: My experiment with packaging and encrypting sounds with Python

2016-11-16 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: My experiment with packaging and encrypting sounds with Python

Hi,could you please re-upload this? I am having trouble figuring out how to encrypt, and I feel this could help with my purposes.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=286073#p286073





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Re: I simply do not understand this bug

2016-11-16 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: I simply do not understand this bug

do you think you could provide the code? It is not possible for me to formulate an idea of why it's bugging up, because all we have is your explanation, and what you've described sounds right, but sometimes code just doesn't wanna play that way.

URL: http://forum.audiogames.net/viewtopic.php?pid=286072#p286072





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Re: We are looking for developers / beta-testers

2016-11-03 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: We are looking for developers / beta-testers

that is good. But also I wasn't asking what it had to do with BGT; I was asking if it supported more than peer to peer connections and if the online support didn't generate lag if you tried otherwise. Seems you already answered it though.

URL: http://forum.audiogames.net/viewtopic.php?pid=285089#p285089





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Re: We are looking for developers / beta-testers

2016-11-01 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: We are looking for developers / beta-testers

Questions:1. Is this a service where you will be able to compile games into executable files?2. What language is this based off of?3. Is it planned to support online development that is beyond that of BGT?4. Do you plan on creating a section of the site where people can learn about the project and such? It appeared you already had these pages, but I had to click log-in to get to them, and when I clicked on the links in the menu it just kept refreshing the log in required page.

URL: http://forum.audiogames.net/viewtopic.php?pid=284871#p284871





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Re: Probably really obvious question about bgt?

2016-10-31 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Probably really obvious question about bgt?

If it's fields where you input and it's Sudoku, you can have each grid entry in the array or dictionary, and when you curser over it, have an x and a y curser. x is controlled with left and right, y controls up and down. If you're on any of these, pressing enter on it will clear it, and you can then type a number in there and press enter to save it. Then it makes sure this number is not the same as another square in the grid.

URL: http://forum.audiogames.net/viewtopic.php?pid=284816#p284816





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Re: Geometry: How do I create surfaces that aren't at 90 degree angles?

2016-10-27 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Geometry: How do I create surfaces that aren't at 90 degree angles?

Compilation error.In cae_jone's post, line 3.141592. Missing link to /2d_lib.zip.

URL: http://forum.audiogames.net/viewtopic.php?pid=284341#p284341





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Re: Geometry: How do I create surfaces that aren't at 90 degree angles?

2016-10-25 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Geometry: How do I create surfaces that aren't at 90 degree angles?

Wouldn't that have a heavy CPU usage though since you're having to loop through a bunch of points for each of the surfaces? Some of these may be up to hundreds of coordinates long.

URL: http://forum.audiogames.net/viewtopic.php?pid=284029#p284029





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Geometry: How do I create surfaces that aren't at 90 degree angles?

2016-10-24 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Geometry: How do I create surfaces that aren't at 90 degree angles?

In the past, to create surfaces on a grid map, I would:give the surface a start x, max x, start y, max y.Then I would check if the player's x was between the start x and max x, and if their y was between start y and max y, and if it was then it meant they were on the surface.  However, in my game there may be necessity for surfaces that don't face exactly 0, 90, 180, or 270 degrees. What I'm asking is, how do I make a surface that is facing, say, 45 or 59 or 69 degrees or whatever, and still be able to check if the player's coordinates are still within its bounds?  If that's unclear, basically instead of creating a rectangle that is perfectly parallel with one axis and perpendicular to the other, I want one that could be slanted. I've looked this up on Google, but haven't quite found what I'm looking for.

URL: http://forum.audiogames.net/viewtopic.php?pid=283902#p283902





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Re: How can I calculate damage based on speed and direction?

2016-10-14 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: How can I calculate damage based on speed and direction?

Basically what I'm trying to do is:ball.speed is the speed vector soball.speed.x is horizontal speed, ball.speed.y is back and forward speed.ball.speed1 is ball's total speed, all the vector values absolute values added together, velocity in other words.ball.theta was the calculated angle distance between 0, 0, with a theta of 0, and the ball's speed x and y entered as coordinates. Therefore, if the ball's x speed was 10 and its y speed was 10, its theta would be 45 degrees because 10, 10, is 45 degrees away from 0, 0, with a theta of 0. I can post the angle distance calculation function if you want me to.ball.v is the ball's coordinates vector.ball.v.x, ball.v.y is the position of the center of the ball.ball.radius is the radius of the ball.ball.weight is the weight of the ball.block is the block objectblock has x, y, strength.If the ball collides with a block, I use Magurp244's calcul
 ation to calculate how hard it hit based on ball.theta and ball.speed1, then multiply that result by ball.weight. weight is a hole number.Then to deflect it, I would have:If the ball collided with the block to its left, I would first add the collision angle to the theta, and then invert the theta, to spin it to the right.If the collision was to the right, I would think I would subtract the collision angle and then invert.  I'm not calling anyone wrong, and I'm not saying this is the right and only right way and I refuse to change it based on anything you guys say. I was just clearing up how I was doing things because I don't feel like I did before.

URL: http://forum.audiogames.net/viewtopic.php?pid=282842#p282842





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Re: How can I calculate damage based on speed and direction?

2016-10-13 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: How can I calculate damage based on speed and direction?

[[wow]], thank you. So if I have that right, it's90 degrees is a direct straight collision.Calculate the actual angle the ball is colliding with the block though, we'll say it's 32 like you did.Divide by 100Multiply by 90 since that's the maximum angle of collision.Divide by 100Multiply by the total velocity.Subtract that last calculation from the block's strength.

URL: http://forum.audiogames.net/viewtopic.php?pid=282745#p282745





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Re: How can I calculate damage based on speed and direction?

2016-10-12 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: How can I calculate damage based on speed and direction?

Well, okay. so I have this idea.I can calculate the ball's theta.I can then calculate the angle distance between the ball's theta, and the spot its edge smacked the brick.I can then multiply the cosine of this distance angle by the total movement speed of the ball.I can then do the deflection steps, although this topic was about damage so I'll not go into detail about that here.Maybe?

URL: http://forum.audiogames.net/viewtopic.php?pid=282621#p282621





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How can I calculate damage based on speed and direction?

2016-10-12 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


How can I calculate damage based on speed and direction?

Hi guys, So I was wondering, how can I calculate the damage a ball does to a block based on its movement angle based on the speed? You don't have to provide code, but I was wondering what the math formula was. I've looked this up a few times, but can't find exactly what I'm looking for.

URL: http://forum.audiogames.net/viewtopic.php?pid=282592#p282592





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Breakout ball movement?

2016-10-04 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Breakout ball movement?

Hi guys,I have a couple ideas for this:1. The ball has a speed vector. X speed, y speed, and z speed. If these speed values are above zero, the ball travels positively in the direction. If it's a negative value, it moves backwards I.E. left, down, backward).If the ball hits a wall, it simply inverses the speed, putting a negative value. The only speed value that decreases with object colisions is side to side, I.E, x speed.Y and Z speed increase and decrease based on ramps. If the ball is traveling up an inclined section of the table, it slows down. If that reaches zero, it begans to excelerate backwards and down. Similarly, if it's on a decline, it does the opposite: accelerates in the direction it's going. However, x speed isn't changed when on an incline of the table.Second approach, I could use an angle, and one movement speed. And when it hits an object, it simple inverts the angle, I.E. whatever angle the object collided with
  the ball  +180.Would any of these system work? Or, what is the best thing I should use?

URL: http://forum.audiogames.net/viewtopic.php?pid=281326#p281326





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Re: The death of Kerry Rhys Day

2016-09-30 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: The death of Kerry Rhys Day

Was that the same Kerry who plays redspot?

URL: http://forum.audiogames.net/viewtopic.php?pid=280851#p280851





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Re: Where can I get some of the sounds used in Marina break or similar?

2016-07-22 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Where can I get some of the sounds used in Marina break or similar?

@post 9 yes, my friend Sam Tupy ordered the full library from you last night and has sent you an email about the issue. I think he may have sent it to the soundfx address, but I thought I'd make you aware that he has emailed. My purchase of the crashes and scatters pack, which was probably your most recent, went well.

URL: http://forum.audiogames.net/viewtopic.php?pid=269441#p269441





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Re: Where can I get some of the sounds used in Marina break or similar?

2016-07-21 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Where can I get some of the sounds used in Marina break or similar?

Thanks. Expect purchase from me soon

URL: http://forum.audiogames.net/viewtopic.php?pid=269306#p269306





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Re: Where can I get some of the sounds used in Marina break or similar?

2016-07-21 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Where can I get some of the sounds used in Marina break or similar?

This does say it's the distruction sounds though. Does that mean I would have to purchase the light impacts or something else for the sound of the ball just hitting the block without destroying and scattering it?

URL: http://forum.audiogames.net/viewtopic.php?pid=269253#p269253





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Re: Where can I get some of the sounds used in Marina break or similar?

2016-07-21 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Where can I get some of the sounds used in Marina break or similar?

I really appreciate that Yukio. I was confused myself what pack I was looking for, glad you cleared that up.

URL: http://forum.audiogames.net/viewtopic.php?pid=269203#p269203





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Re: Where can I get some of the sounds used in Marina break or similar?

2016-07-20 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Where can I get some of the sounds used in Marina break or similar?

That's awesome! I'll for sure check that out

URL: http://forum.audiogames.net/viewtopic.php?pid=269002#p269002





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Where can I get some of the sounds used in Marina break or similar?

2016-07-20 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Where can I get some of the sounds used in Marina break or similar?

Hi all,So, I was wondering, what sound pack did Yukio use for some of the sounds in Marina Break? By that, I'm refering to the plastic crunches he used for blocks you'd smash in some of the first levels of the tutorial as well as mission modes. I'm not interested in purchasing an entire sound library for this minuscule task, although if any of you know what library it came out of I'd appreciate it if you'd tell me so I could look at its purchasing options.Thanks in advance.

URL: http://forum.audiogames.net/viewtopic.php?pid=268910#p268910





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Re: Achieving sound rotation using PySFML?

2016-07-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Achieving sound rotation using PySFML?

I discovered that the listener direction thing wasn't working too well in sfml, and still couldn't wrap my head around it. As a result, I wrote a sound positioning function that positions sounds based on the player's theta rather than orienting the player. Thanks for the help though.

URL: http://forum.audiogames.net/viewtopic.php?pid=267504#p267504





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Re: Achieving sound rotation using PySFML?

2016-07-08 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Achieving sound rotation using PySFML?

Never used open al for rotation before, and I know how the functions work, but not what math to put in them to set the player's direction. I thought that I'd put something like thisDegs #this stores the direction in degrees the player is facing.sf.listener.set_direction(math.sin(math.radians(degs)), math.sin(math.radians(degs)), math.cos(math.radians(degs)))Because the function is x, z, y.  Is that correct code? I thought it would be.

URL: http://forum.audiogames.net/viewtopic.php?pid=267283#p267283





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Achieving sound rotation using PySFML?

2016-07-07 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Achieving sound rotation using PySFML?

Hi all,  I have rotation code implemented, meaning that the player can turn all the way around, walk, and side step with the current code I have. I ported this over from Sam Tupy's bgt rotation package.  There is a problem though. I'm not using a function to position sounds where I can specify where to pan and set their volume to, because I am using SFML's sound module. Here are the functions I have to work withsound.position(x, y, z)listener.set_direction(x, y, z)Maybee there are others that would help with this, but I think these are the most likely candidates. What I'm asking is, how do I make my sounds rotate in Python SFML? How do I make it so that when I turn, it actually sounds like the player is turning around?

URL: http://forum.audiogames.net/viewtopic.php?pid=267239#p267239





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Re: Oriol Gómez bgt contest: One day, one hit

2016-04-07 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Oriol Gómez bgt contest: One day, one hit

I wish someone created a competition where you could code a game of your own language. I know a bit of BGT and snagging up the rest wouldn't be too hard but it would take more than 2 day notice.

URL: http://forum.audiogames.net/viewtopic.php?pid=256333#p256333





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Handling building blocks in games?

2016-04-06 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Handling building blocks in games?

Hi all,I may be going at this wrong. Who knows. But in my game, I'd like to make blocks. These blocks would be made up of building material, each of them taking up just one unit. For example, a building material placed at 10, 10, 10, would only take up the square 10, 10, 10. The reason I'd like to go about it this way would be to simulate almost real building, I.E. when things blow apart, they go into fragments, some of which could be collected again.  However. Doing this would require the creation of arrays with thousands of elements, especially for large structures. I at first didn't think this would be a bad idea, since game developers creating object oriented maps, I.E. An array of tyles, can end up with 10 thousand elements in their array.  Is this a bad approach? Is there something else I should rather do?

URL: http://forum.audiogames.net/viewtopic.php?pid=256234#p256234





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Handling building blocks in games?

2016-04-06 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Handling building blocks in games?

Hi all,I may be going at this wrong. Who knows. But in my game, I'd like to make blocks. These blocks would be made up of building material, each of them taking up just one unit. For example, a building material placed at 10, 10, 10, would only take up the square 10, 10, 10. The reason I'd like to go about it this way would be to simulate almost real building, I.E. when things blow apart, they go into fragments, some of which could be collected again.  However. Doing this would require the creation of arrays with thousands of elements, especially for large structures. I at first didn't think this would be a bad idea, since people creating object oriented maps, I.E. An array of tyles, can end up with 10 thousand elements in their array.  Is this a bad approach? Is there something else I should rather do?

URL: http://forum.audiogames.net/viewtopic.php?pid=256234#p256234





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Re: Menu interface test

2016-03-19 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Menu interface test

I like that a lot. A suggestion would be to add enabling or disabling of the menu sound playing multiple times at the start.

URL: http://forum.audiogames.net/viewtopic.php?pid=254269#p254269





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Re: ultra power is abandon where wright? can you share the code

2016-02-22 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ultra power is abandon where wright? can you share the code

Lol the irony. I'm done with this crap! But I'm gonna fuel it at the same time. That's like someone trying to put out a fire by smothering it in gas. Just my opinion though, lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=251229#p251229





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Re: ultra power is abandon where wright? can you share the code

2016-02-22 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ultra power is abandon where wright? can you share the code

Well, and for a bit more clarity, I'll go ahead and post this.http://ultrocity-services.ddns.net/src/What that is is the entire directory of source code Mason has expressly allowed for distribution, him having posted it up of course. I hope that can also solve whether or not Mason okayed the use of the game in question. Of course it's switched owners so many dang times that I don't think you can count without using Avagadro's number a time or 2, but I thought I'd go ahead and put that link here since he did indeed write at least the first 5 lines of the project... 

URL: http://forum.audiogames.net/viewtopic.php?pid=251211#p251211





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Re: ultra power is abandon where wright? can you share the code

2016-02-22 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ultra power is abandon where wright? can you share the code

Mason is masonianIvan Soto is Blink_Wizard, no that's not Mason.

URL: http://forum.audiogames.net/viewtopic.php?pid=251181#p251181





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Re: Trying to create a text based game. Tips?

2016-02-19 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Trying to create a text based game. Tips?

Oh you could do that in _javascript_ as well? I didn't actually know that since I thought it was possible for people to turn _javascript_ off completely, and also I didn't know you could store data on a machine with it. That's real, real nice to know. 

URL: http://forum.audiogames.net/viewtopic.php?pid=250825#p250825





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-11 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

That's the thing. I've never got it to work myself. Alternatively you could code a speak procedure that checks if there are any screen readers running, uses tolk if there are, but if there are no screen readers running it ttsSpeaks. I've tried with the tolk library to get it to use TTS unfortunately to no avail.

URL: http://forum.audiogames.net/viewtopic.php?pid=250023#p250023





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-10 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

Marc, I have a copy of tolk which is completely functional and comes bundled with the dlls. I will upload here:https://dl.dropboxusercontent.com/u/49289052/tolk.zipAs usual let me know when it's no longer needed.

URL: http://forum.audiogames.net/viewtopic.php?pid=249985#p249985





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

Okay. Let me know when I can tare it down from my dropbox.https://dl.dropboxusercontent.com/u/492 … reTTS4.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=249899#p249899





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

As for getting Tolk to use Sapi, I do not know as I haven't done such a thing. Instead, I prefer to use PureTTS and SAPI simultaneously.

URL: http://forum.audiogames.net/viewtopic.php?pid=249893#p249893





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

Data sections, and instead of using load sound you'd use catch sound. Here's an example.;you might post something like this after you've initialised sound and selected your audio encoders just to play it safe.DataSectionCatsound:includeBinary "sounds/cat_meow.ogg")dogsound:includeBinary "sounds/Bark.wav"endDataSectionglobal meow.lglobal bark.l;those would be the variables storing the sound. I don't know why but I put them in long variables.And then, to load them.meow = catchSound(#pb_any, ?catsound)bark = catchSound(#pb_any, ?dogsound)Read those by character, notice the question mark (?). This must be included.

URL: http://forum.audiogames.net/viewtopic.php?pid=249892#p249892





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Re: Trying to create a text based game. Tips?

2016-02-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Trying to create a text based game. Tips?

Hi,  such a game shouldn't be awefully hard to create. I suggest you start with learning languages such as HTML and CSS (to make your webpages), and then PHP. Php is what will manage all of your objects and variables and such. I'm actually in the process of learning PHP myself for a similar purpose.  I am relatively new to this sort of thing, but still I'd be glad to help in what ways I can, because again I'm quite interested in making these games.  Oh, and something else to further prove it. Even the login page is a .php file...

URL: http://forum.audiogames.net/viewtopic.php?pid=249890#p249890





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Re: Trying to create a text based game. Tips?

2016-02-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Trying to create a text based game. Tips?

Hi,  such a game shouldn't be awefully hard to create. I suggest you start with learning languages such as HTML and CSS (to make your webpages), and then PHP. Php is what will manage all of your objects and variables and such. I'm actually in the process of learning PHP myself for a similar purpose.  I am relatively new to this sort of thing, but still I'd be glad to help in what ways I can, because again I'm quite interested in making these games.

URL: http://forum.audiogames.net/viewtopic.php?pid=249890#p249890





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

Packed like BGT? I don't know. I do, however, know that it can be stored on disk as ogg or wav, as well as packed into the executable itself.

URL: http://forum.audiogames.net/viewtopic.php?pid=249888#p249888





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

Hmm. I had the same issue with my copy when I downloaded it from there. But the one I have doesn't ask me for String Extension, and I do not have that library installed. I have another copy of Pure TTS 4 on my personal computer, (it's the same that I use without need for String Extension), and I will upload it for you when I have access to it, if you would like me to. I think that last time I downloaded a library from there that needed string extension, the download wasn't complete and that was why.

URL: http://forum.audiogames.net/viewtopic.php?pid=249874#p249874





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

There's also a website called purearea.net, http://purearea.net, that has a section for user libraries. I have PureTTS4, and if you are unable to find it there or on DragonApps, I'll be glad to put it into a dropbox link for you. Let me know.

URL: http://forum.audiogames.net/viewtopic.php?pid=249847#p249847





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Is it possible to code a gamebook in php?

2016-02-01 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Is it possible to code a gamebook in php?

Hi guys, I'd like to code a choose your own adventure book, like those created with darkgrue gamebook creator, in php. The reason I'd like to do this in php is that I could actually give the player objects, base segments of the story on what choices the player made previously in the story, and unlike most other IF scripters it would be more in the way of clicking links and reading text which is generally the way I prefer to play these types of games.

URL: http://forum.audiogames.net/viewtopic.php?pid=248896#p248896





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Re: Using handles in bgt somewhat confuse me

2016-01-06 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Using handles in bgt somewhat confuse me

That's good Omar. Good luck and have fun.

URL: http://forum.audiogames.net/viewtopic.php?pid=245741#p245741





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Re: Using handles in bgt somewhat confuse me

2015-12-28 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Using handles in bgt somewhat confuse me

Well, let's use your dDay machine.First you'd of course have an array of robots, right?robot@[]robots();That's great! Now, you created your dooms day machine.robot dDayMachine(350, 450, playerpos+random(30, 45)); //makes the robot spawn depending onNow guess what we do? We put that mug in the array.robots.insert_last(@DDayMachine())

URL: http://forum.audiogames.net/viewtopic.php?pid=244602#p244602





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Re: Formula for calculating the distance between points on a coordinate gr

2015-12-27 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Formula for calculating the distance between points on a coordinate gr

Hi,  Okay, I've managed to code this function. It's in pure basic but you should still be able to recognize the gist. SQR is the function for square root, POW is the function for exponential calculations, the 2nd parameter always saying 2 since I wanted to square the number. and the .f at the end of variables means float. Here you go.      Procedure.f distance(x1.f, y1.f, x2.f, y2.f, z1.f = 0.0, z2.f = 0.0)        a = Pow(x1 + x2, 2)        b = Pow(y1 + y2, 2)        c = Pow(z1 + z2, 2)                ProcedureReturn Sqr(a + b + c)EndProcedureZ1 and Z2 are set to 0 by default so I don't have to type 0, 0 every time I want the distance if it's just a 2d game.

URL: http://forum.audiogames.net/viewtopic.php?pid=244377#p244377





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Formula for calculating the distance between points on a coordinate gr

2015-12-27 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Formula for calculating the distance between points on a coordinate gr

Hi,  Does anyone know a way to calculate the difference between two objects on an x, Y or X, Y, Z, grid? This isn't a specific language question, I simply request the formula if there is one so I can code a function that retrieves it, for a game I am creating.

URL: http://forum.audiogames.net/viewtopic.php?pid=244374#p244374





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Re: Knowing your server's capacity

2015-12-17 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Knowing your server's capacity

You could always open tens of instances of the program, and connect with a bunch of alt accounts, but I'm not quite sure whether or not that would truly stress test the server. If you would like I can help test the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=243153#p243153





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Re: Talking about my upcomming game Tornado machine

2015-11-29 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Talking about my upcomming game Tornado machine

Or, if you really just want a testing period, give people 24 hours?

URL: http://forum.audiogames.net/viewtopic.php?pid=240489#p240489





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Re: good html 5 and javascript speech tutorial

2015-11-07 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: good html  5 and _javascript_ speech tutorial

Hi,Anyone know wwho developed the gamevial accessible web games found at http://www.accessiblewebgames.com? They developed 3 games, and though they aren't really advanced or up to date with the games of this time period, they are quite well constructed. Racing game, and a couple of maze games. I think you aut to attempt to contact them, as they even managed to use TTS in their games, (the default TTS voice)... I guess that is bad for mac and smart phone users, but if so Live Regions would work. RS Games and the Quentin C Playroom use something like that, that allow Jaws and NVDA to stay active, as well as voice over.

URL: http://forum.audiogames.net/viewtopic.php?pid=237677#p237677





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Re: Movement Versus Static ?

2015-10-27 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Movement Versus Static ?

Actually I'm with you on that Aprone because as much as I like realism, it's just fun to log into swamp and play. Not realistic but when you're in an extreme battle? Face it. Who's really paying that much attention to atmospherics?

URL: http://forum.audiogames.net/viewtopic.php?pid=236435#p236435





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Re: Movement Versus Static ?

2015-10-27 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Movement Versus Static ?

No, it's not hard to navigate worlds when blind, just as long as there is a coordinate system, the ability to side step, walk in a 90 degree angle... ETC. And maybe beacons such as in swamp. I actually prefer movement.

URL: http://forum.audiogames.net/viewtopic.php?pid=236416#p236416





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hi,  I use Pure Basic for my environment, with some libraries and add-ons I've coded that make audio game development much less of a repetitive task. In addition, I've been writing a sort of RPG engine, mainly at this point for top down RPGs that include building, combat, and exploration. It's only 200 lines right now because I just recently began working on it, including structures such as building materials, objects, weapons, doors, characters, and rooms at the moment. This is not something I'll release to the public but it is meant to provide core functions for at least one rpg game I'm going to use it for. But S Quad Racing uses a lot of file-based content, and I think I've coded some odd 3 parsers for it, -- one for tracks, one for vehicles, and one for game options though this doesn't count since most games have game options built in.

URL: http://forum.audiogames.net/viewtopic.php?pid=236048#p236048





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FreeSL list of available functions

2015-10-23 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


FreeSL list of available functions

Hi all,Does anyone know where I can get this, or does anyone have it? I'm looking for a list of functions for FreeSL Wrapper (*wonders if Robjoy still looks at this room), and would appreciate it if anyone was able to provide that or guide me in the right direction since there is no documentation.Thanks,Steven.

URL: http://forum.audiogames.net/viewtopic.php?pid=235958#p235958





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Re: ideal way of creating a map parcer?

2015-10-10 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Well he can in truth make libAudioVerse for just Python if he so wishes. It's just that if it's for audio games... well he'll need some serious acts of god in terms of miracles. Perhaps I will switch to Python but that wouldn't be because I bent to nagging.

URL: http://forum.audiogames.net/viewtopic.php?pid=234486#p234486





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Re: python question

2015-10-08 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: python question

Firstly you may not want to store that in the temp directory; Those files get deleted.

URL: http://forum.audiogames.net/viewtopic.php?pid=234269#p234269





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Re: free sl bgt wrapper?

2015-10-04 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: free sl bgt wrapper?

Well, considering that FreeSL is a dll file, provided that BGT supports calling DLLs that shouldn't be the hardest task

URL: http://forum.audiogames.net/viewtopic.php?pid=233823#p233823




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Re: ideal way of creating a map parcer?

2015-10-03 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

hm. Oh is it now Druv? That would've been a useful tidbit to know when being commanded to read it and switch!

URL: http://forum.audiogames.net/viewtopic.php?pid=233682#p233682




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Re: ideal way of creating a map parcer?

2015-10-02 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Just thought I'd add a little something.  You know how Druv said he doesn't care anymore? I'd like to ask why any of you... cared in the first place. Oh wait you didn't. If you did you'd have helped instead of taking out your metaphorical whip and commanding us to switch, but that's really besides the point I guess.  I have a suggestion, probably going to be my final word lest I'm misunderstood.  Help, don't be snarky, sarcastic, condescending, rude, and unhelpful. Or, if you are going to continue being that way, don't bother posting, or if you do continue to post don't throw out anymore pity-laden rants about how little you are respected and/or listened to. Anyways nine times out of ten when one feels the need to post such types of posts or any other rude material in public all it really does is conveys to the rest of us that ya pretty much know what you're posting is unreasonable and are look
 ing for someone to take your side. But seriously, the "Pure Basic and BGT V.S. Python war" is same as the cold war, never really existed. This is pretty much people sticking their noses where they shouldn't, and instead of being helpful, being demanding. So I say this with finality. The next person to command I switch to Python or make any rude comment, or heck, even the next person to insult will be reported because this is tiresome. And the only reason I'm replying to this topic and trying to end this, is because it will just keep happening, over and over and over and, over, again. How do I know? Try inductive reasoning.

URL: http://forum.audiogames.net/viewtopic.php?pid=233589#p233589




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Re: ideal way of creating a map parcer?

2015-10-02 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Hi Druv,(this is not meant to be a lashing so you can go ahead and read and don't expect to have your head bitten off).  Perhaps that is a great suggestion. In fact I've enquired multiple times to Camlorn about Python and the stuff it is capable of. One of the reasons I am so hesitant to learn this language, well, rather than try to explain I'll put it into prospective, get you guys thinking instead of screaming.  I am told that Python is a great language to learn. It's free, it has many guides and books, and is popular and widely used. Python is good because of all of its libraries that come boxed with great features that are bound to make the creation of audio games much quicker and simplerBut stop... stop for a second. It's just like a comercial. Okay? Sure people are saying its good. And? Yeah? They say, they're developing all these cool things, but why am I not seeing any proof? What do I have to base their cl
 aims on. Only proof of anything I've ever seen was... this really complex sounding game engine with a bunch of special affects and geometry involved... and a sound library, which is taking at least a year, to develop?  Think about it. We have LibAudioVerse, Chris Toth's game engine, and NVDA. None of those being anything close to simple.Conclusion:Bottom line, if you guys really suggest we learn Python, try the following:1. Give examples. It's simple? Proove it. Complex sound libraries, screen readers, and game engines aren't simple, and none of us have seen any of you showing us any source code.2. Help us. Don't just say "There are books out there, try Learn Python the hard way" and send us packing and out the door. A book is a, well, book. It's bound to teach audio game developers 998% (and the secondary 9 was not a typo) of what they don't need to know.3. If it's indeed simple, make it loo
 k that way. I've actually been wanting to learn Python but I keep having terms like box 2d, Piglet, Pygame, PyAudioGame, and other libraries and modules I don't remember right now thrown in my face. I feel like a poor blind man trapped on an unfamiliar busy street intersection with so many people telling me different directions and ways to go, but not knowing who is right or what the best solution is. 4. If this is indeed what you want us to do, Don't be shoddy. And don't start acting rude because we don't conform. Examples:"*drops a dead horse**pulls out a whip*Ahem.You know, if you used a higher level language, maybe even one inspired by a particular British comedy troop, a lot of this stuff becomes a simple matter"This was posted two days ago, still I have yet to even begin realizing anything helpful out of that paragraph."Want to parse your map? Well, write it in YAML or a similar serialized data s
 tructure format and just read it in, have stuff transparently and magically go where it belongs."Okay but what on God's green Earth is YAML? How does it even work? How would it know where everything goes along? Would I have to make my maps in a specific format? Are the maps stored in files? Can they be packed with the game? Does it allow for encryption? Is YAML specifically for maps? Where can I go to learn more about it?You see, that raised about 15 questions in my mind."If anyone wants to come to me with running BGT source code, I will help you port it to Python. I'm pretty busy during the day, but will mentor anyone who wants the help, and even directly help you port the code over an evening or two."  Thanks, but what about Pure basic? C? C++? D? Those are just 4 of the languages I've seen floating around these forums. He might be able to help us port that code, but sometimes we need other help. Plus the mainstream commun
 ity isn't likely to know how to create things such as audio only forms, or for that matter, audio only menus for games, that's just 2 of the mechanics of audio games Sighted people aren't likely to know about.  Bottom line, while you guys seem quick to tell us to switch, You seem a lot more hesitant (and maybe even unwilling, how am I to know), to help us get started. And back to the argument of multiple sources? Stack overflow isn't coming here telling us to use Python. Learn Python the Hard Way is not being mailed to our doorsteps. Search Engines aren't mailing Python as a recommended language to our inboxes, helping us get started. My goal with those sentences is not to express that the audio games community has to have things brought or handed to us, not at all! I'm more than willing to search up problems I have. But if a group of "experianced programmers" comes to us and tells us to switch to this wonderful language they love s
 o much, but doesn't seem too kean on helping us do so, what should we be expected to do, other then say "No go away?"  Also I just wanted to add this as a side note after reading through all of the posts again, this talk of jobs may as well just stop here, because we're making games here. A map parser. And C

Re: ideal way of creating a map parcer?

2015-10-02 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Hi Druv,(this is not meant to be a lashing so you can go ahead and read and don't expect to have your head bitten off).  Perhaps that is a great suggestion. In fact I've enquired multiple times to Camlorn about Python and the stuff it is capable of. One of the reasons I am so hesitant to learn this language, well, rather than try to explain I'll put it into prospective, get you guys thinking instead of screaming.  I am told that Python is a great language to learn. It's free, it has many guides and books, and is popular and widely used. Python is good because of all of its libraries that come boxed with great features that are bound to make the creation of audio games much quicker and simplerBut stop... stop for a second. It's just like a comercial. Okay? Sure people are saying its good. And? Yeah? They say, they're developing all these cool things, but why am I not seeing any proof? What do I have to base their cl
 aims on. Only proof of anything I've ever seen was... this really complex sounding game engine with a bunch of special affects and geometry involved... and a sound library, which is taking at least a year, to develop?  Think about it. We have LibAudioVerse, Chris Toth's game engine, and NVDA. None of those being anything close to simple.Conclusion:Bottom line, if you guys really suggest we learn Python, try the following:1. Give examples. It's simple? Proove it. Complex sound libraries, screen readers, and game engines aren't simple, and none of us have seen any of you showing us any source code.2. Help us. Don't just say "There are books out there, try Learn Python the hard way" and send us packing and out the door. A book is a, well, book. It's bound to teach audio game developers 998% (and the secondary 9 was not a typo) of what they don't need to know.3. If it's indeed simple, make it loo
 k that way. I've actually been wanting to learn Python but I keep having terms like box 2d, Piglet, Pygame, PyAudioGame, and other libraries and modules I don't remember right now thrown in my face. I feel like a poor blind man trapped on an unfamiliar busy street intersection with so many people telling me different directions and ways to go, but not knowing who is right or what the best solution is. 4. If this is indeed what you want us to do, Don't be shoddy. And don't start acting rude because we don't conform. Examples:"*drops a dead horse**pulls out a whip*Ahem.You know, if you used a higher level language, maybe even one inspired by a particular British comedy troop, a lot of this stuff becomes a simple matter"This was posted two days ago, still I have yet to even begin realizing anything helpful out of that paragraph."Want to parse your map? Well, write it in YAML or a similar serialized data s
 tructure format and just read it in, have stuff transparently and magically go where it belongs."Okay but what on God's green Earth is YAML? How does it even work? How would it know where everything goes along? Would I have to make my maps in a specific format? Are the maps stored in files? Can they be packed with the game? Does it allow for encryption? Is YAML specifically for maps? Where can I go to learn more about it?You see, that raised about 15 questions in my mind."If anyone wants to come to me with running BGT source code, I will help you port it to Python. I'm pretty busy during the day, but will mentor anyone who wants the help, and even directly help you port the code over an evening or two."  Thanks, but what about Pure basic? C? C++? D? Those are just 4 of the languages I've seen floating around these forums. He might be able to help us port that code, but sometimes we need other help. Plus the mainstream commun
 ity isn't likely to know how to create things such as audio only forms, or for that matter, audio only menus for games, that's just 2 of the mechanics of audio games Sighted people aren't likely to know about.  Bottom line, while you guys seem quick to tell us to switch, You seem a lot more hesitant (and maybe even unwilling, how am I to know), to help us get started. And back to the argument of multiple sources? Stack overflow isn't coming here telling us to use Python. Learn Python the Hard Way is not being mailed to our doorsteps. Search Engines aren't mailing Python as a recommended language to our inboxes, helping us get started. My goal with those sentences is not to express that the audio games community has to have things brought or handed to us, not at all! I'm more than willing to search up problems I have. But if a group of "experianced programmers" comes to us and tells us to switch to this wonderful language they love s
 o much, but doesn't seem too kean on helping us do so, what should we be expected to do, other then say "No go away?"

URL: http://forum.audiogames.net/viewtopic.php?pid=233567#p233567




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Re: ideal way of creating a map parcer?

2015-10-02 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Hi Druv,(this is not meant to be a lashing so you can go ahead and read and don't expect to have your head bitten off).  Perhaps that is a great suggestion. In fact I've enquired multiple times to Camlorn about Python and the stuff it is capable of. One of the reasons I am so hesitant to learn this language, well, rather than try to explain I'll put it into prospective, get you guys thinking instead of screaming.  I am told that Python is a great language to learn. It's free, it has many guides and books, and is popular and widely used. Python is good because of all of its libraries that come boxed with great features that are bound to make the creation of audio games much quicker and more simple.But stop... stop for a second. It's just like a comercial. Okay? Sure people are saying its good. And? Yeah? They say, they're developing all these cool things, but why am I not seeing any proof? What do I have to base the
 ir claims on. Only proof of anything I've ever seen was... this really complex sounding game engine with a bunch of special affects and geometry involved... and a sound library, which is taking at least a year, to develop?  Think about it. We have LibAudioVerse, Chris Toth's game engine, and NVDA. None of those being anything close to simple.Conclusion:Bottom line, if you guys really suggest we learn Python, try the following:1. Give examples. It's simple? Proove it. Complex sound libraries, screen readers, and game engines aren't simple, and none of us have seen any of you showing us any source code.2. Help us. Don't just say "There are books out there, try Learn Python the hard way" and send us packing and out the door. A book is a, well, book. It's bound to teach audio game developers 998% (and the secondary 9 was not a typo) of what they don't need to know.3. If it's indeed simple, make i
 t look that way. I've actually been wanting to learn Python but I keep having terms like box 2d, Piglet, Pygame, PyAudioGame, and other libraries and modules I don't remember right now. I feel like a poor blind man trapped on an unfamiliar busy street intersection with so many people telling me different directions and ways to go. 4. If this is indeed what you want us to do, Don't be shoddy. And don't start acting rude because we don't conform. Examples:"*drops a dead horse**pulls out a whip*Ahem.You know, if you used a higher level language, maybe even one inspired by a particular British comedy troop, a lot of this stuff becomes a simple matter"This was posted two days ago, still I have yet to even begin realizing anything helpful out of that paragraph."Want to parse your map? Well, write it in YAML or a similar serialized data structure format and just read it in, have stuff transparently and magica
 lly go where it belongs."Okay but what on God's green Earth is YAML? How does it even work? How would it know where everything goes along? Would I have to make my maps in a specific format? Are the maps stored in files? Can they be packed with the game? Does it allow for encryption? Is YAML specifically for maps? Where can I go to learn more about it?You see, that raised about 15 questions in my mind."If anyone wants to come to me with running BGT source code, I will help you port it to Python. I'm pretty busy during the day, but will mentor anyone who wants the help, and even directly help you port the code over an evening or two."  Thanks, but what about Pure basic? C? C++? D? Those are just 4 of the languages I've seen floating around these forums. He might be able to help us port that code, but sometimes we need other help. Plus the mainstream community isn't likely to know how to create things such as audio only fo
 rms, or for that matter, audio only menus for games, that's just 2 of the mechanics of audio games Sighted people aren't likely to know about.  Bottom line, while you guys seem quick to tell us to switch, You seem a lot more hesitant (and maybe even unwilling, how am I to know), to help us get started. And back to the argument of multiple sources? Stack overflow isn't coming here telling us to use Python. Learn Python the Hard Way is not being mailed to our doorsteps. Search Engines aren't mailing Python as a recommended language to our inboxes, helping us get started. My goal with those sentences is not to express that the audio games community has to have things brought or handed to us, not at all! I'm more than willing to search up problems I have. But if a group of "experianced programmers" comes to us and tells us to switch to this wonderful language they love so much, but doesn't seem to kean on helping us do so, what should w
 e be expected to do, other then say "No go away?"

URL: http://forum.audiogames.net/viewtopic.php?pid=233567#p233567




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Re: ideal way of creating a map parcer?

2015-10-02 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

I'm in agreement with Danny here. Another point I'd like to bring up, is the fact that the question asked here was "An ideal way of making a map parser". For the 2 or 3 people who decided to storm in and start up a mud war, there was no reason to do so. In fact, that started at post 6, right? Omar Alverado's last post was post 1, and he'd been answered 4 times, leading me to believe that this topic was over! Before this crap got started! In post 1, Omar Alverado strongly, strongly suggested that he needed help with B, G, T. B... G... T! Not that he needed to be told "Use a higher level language", B! G! T! If the situation really works people like Ctoth, Camlorn, and Ethin up, there's no need to answer this topic! I talk to this person on skype and he's been programming for... less... than a year? Probably less than 6 months.  Well, rant over. *heads off to site and forum feedback to enquire about a rule on such matters a
 s this*

URL: http://forum.audiogames.net/viewtopic.php?pid=233538#p233538




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Re: ideal way of creating a map parcer?

2015-10-01 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Mweh, here's my little view on this.  I code in pure basic, for the time being. I know of a way, using the preference library, to code a procedure, with a map file as parameter, and parse it, in less than 20 lines depending on how many different objects I have. Camlorn and ctoth are comfortable with Python and C++ and have 10 + years of experience. I'm just saying there doesn't need to be a whole war over languages, it just doesn't make since. Aprone even still codes in the way out of date VB6 but I personally have absolutely nothing against that choice. We just pick what we're used to and hit the road running. When we find flaws, as I have begun to do, we either work around them or find another language. Either way, the whole "My language is better than yours and yours is not as good as mine and I have all of this knolege and I can do this and that and beyond with my language", it's purely a waste of kilobytes. So just be happy w
 ith your language... alright? People have the right to rave about their favorite language and all of its great wonders. There's... really... no point in it getting to other people.Back to the topic at hand, Omar I don't think you should have the issue of rooms being placed on top of one another, especially if each room has a specific position on the map. You seem to have the serialization thing down quite well; but you should definitely have a position variable of sorts to prevent rooms from spawning on top of each other.

URL: http://forum.audiogames.net/viewtopic.php?pid=233509#p233509




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Re: FPS Engine Preview/request for feedback

2015-09-15 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Hi Camlorn,Sorry about my last post. I wasn't aiming that at you at all. It just seemed that Ethin was starting to get a bit aggressive so I tried to write something that would put a lid on a spark before it became a flame.  But yes, I see the issue with IDES. In fact when messing with the Visual Basic 2008 express edition IDE I found that the way things were done was a bit like this. Drag and drop controls onto a form, and then type a bit of code for what happens when they are clicked or whatever. That's why it would be quite complicated to use visual basic from the command line in particular. I'm unsure of the other microsoft languages, but from what you've said they aren't much different in that regard. Also yes that is something I've noticed about Pure Basic, was that there isn't really a big support group for it. If it's even to use c
 allbacks as parameters to functions, it is not documented, and that was something I needed for a project I was working on. I know such is possible in bgt, but am not sure if it is in Python, this being the subject matter of an email I was planning to send to you until I discovered you'd returned to the forum.

URL: http://forum.audiogames.net/viewtopic.php?pid=231903#p231903




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Re: FPS Engine Preview/request for feedback

2015-09-15 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Also, unwillingly, I'lll contribute to the argument regarding pure basic, (although I have, like, no motivation to bash anyone, tell anyone they are wrong etc etc etc because that seems just stupid). There are things I'm beginning to realize I don't like about pure basic, namely the inability to remove and insert indexes in the middle or beginning of arrays. Another thing I'd desperately wish for in Pure Basic but sadly have to live without would be classes. I once had an Idea to use modules as classes, but as modules aren't official objects it's impossible to create an array of objects generated by a module.  There are more things regarding PB that have been getting on my nerves at times, however I'll still admit it's a great language for beginners. Two years ago when I tried my hand at BGT, none of the subject matter made sense to me. Now, when returning to it for a project too complex for Pure Basic, it went something like this
 .Read about classes. Got it in 15 minutes! Read about inheritance. Got it! Read about Sirialization. Got it! Read about interfaces. Got it (though I probably won't even bother using these in this game as I don't see a need for them)!  All that is besides the point though. What I'm really trying to convey is that basic languages are for beginners. I think the reason Camlorn is so strongly recommending they not be used is that it won't, in fact, be beneficial for professionals, and in fact games with complex structures and mechanics as I quickly learned, which is why I'd have to agree.  However, Pure Basic is still the language in which I'm coding S Quad Racing, and will stay like that.

URL: http://forum.audiogames.net/viewtopic.php?pid=231889#p231889




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Re: FPS Engine Preview/request for feedback

2015-09-15 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Heh Camlorn, totally agreed. The best advice I could give to someone, would be to use Notepad or notepad+, though I'm not sure how widely this advice would be excepted by professsionals. I only say this because it is possible to code in basically any language using notepad, and it's perfectly accessible for a blind user. The only point I'd see this being an issue is if a language required a specific format only implemented by its IDE, but as of yet I've literally never heard of this happening.

URL: http://forum.audiogames.net/viewtopic.php?pid=231886#p231886




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Re: FPS Engine Preview/request for feedback

2015-09-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Hi camlorn,Thanks for posting it. I just didn't see the blog post with the demo.

URL: http://forum.audiogames.net/viewtopic.php?pid=231315#p231315




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Re: FPS Engine Preview/request for feedback

2015-09-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Hi all,https://dl.dropboxusercontent.com/u/492 … o_demo.oggIf it doesn't work when you click then it's still uploading. Let me know when I'm ok to remove it.It really shouldn't take too long. If libaudioverse is anything like the demo I heard, then Audio Games will definitely become revolutionary soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=231282#p231282




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Re: FPS Engine Preview/request for feedback

2015-09-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Hi all,https://dl.dropboxusercontent.com/u/492 … o_demo.oggIf it doesn't work when you click then it's still uploading. It really shouldn't take too long. If libaudioverse is anything like the demo I heard, then Audio Games will definitely become revolutionary soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=231282#p231282




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Re: FPS Engine Preview/request for feedback

2015-09-09 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

oh, well it would seem that it has been deleted from his blog. But I'll post up a temporary Dropbox link in an hour or so when I get to school, because it is stored on my school computer. But I'm serious that thing is so freaking cool that I'm still fascinated with it even though I downloaded it a year ago. Best 3d sound I've ever heard that wasn't actual reality. Literally you can tell! When objects are behind and in front, above  in below; I even flinched the first time I listened to it because it sounded like the song being played was truly about to hit me in the face. I'll definitely post that link for you

URL: http://forum.audiogames.net/viewtopic.php?pid=231278#p231278




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Re: FPS Engine Preview/request for feedback

2015-09-08 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

hmm, nice. not bad at all. It actually worked on my system without any notable issues. I hope camlorn records some sort of demo like he did with camlorn_audio, as that was fascinating.

URL: http://forum.audiogames.net/viewtopic.php?pid=231233#p231233




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Re: Is learning visual basic worth it?

2015-09-03 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Is learning visual basic worth it?

Let's see, just for craps and giggles, how we can replicate this in pure basic because that's my native language. xd.initSprite()initKeyboard()openWindow(0, 0, 0, 0, 0, "Little hello world program.")openWindowedScreen(0, 0, 0, 1000, 1000)procedure AppMain()messageRequester("hello", "hello dudes. press ok, and that will take you to the main loop. rofl.")repeatevent = windowEvent()examineKeyboard()if KeyboardReleased(#pb_key_m)messageRequester("hello", "hello again!")endIfif KeyboardReleased(#pb_key_c)endendIfdelay(5) ;that line isn't even really necessary for an app like thisuntil event = #pb_event_closeWindowendProcedureAppMain()

URL: http://forum.audiogames.net/viewtopic.php?pid=230412#p230412




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Re: Is learning visual basic worth it?

2015-09-02 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Is learning visual basic worth it?

post code please. if it is possible, please create a basic menu, and a start game option that lets you walk around on a little map. I don't doubt you I'm just curious as well as to what it is capable of. Because of the form designer I was thinking of building a small autosaving notepad in it with some basic tools on it like s quad word, but having forms makes it easier than it is in pure basic.

URL: http://forum.audiogames.net/viewtopic.php?pid=230256#p230256




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Re: Learning Programming, Where Shall I Begin?

2015-08-31 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Learning Programming, Where Shall I Begin?

BGT would definitely be capable of producing all of the above listed games. But as CAE Jones said you might want to learn some of the concepts first, and have a look at some examples and create some small games of your own, I.E. Pig as you mentioned. BGT has quite a long book of a manual, but it is organized from the most basic of basic programming terminology to the higher advanced aspects of the engine. It will take a bit of time before you're ablee to produce a good game,  I'm working on a game and it took about a year before I was to the point in my language of choice that I'm able to open up the IDE, and type out code for a little program and run it. And even now, I still have troubles from time to time.  So basically, keep the manual handy. Practice, and patients.

URL: http://forum.audiogames.net/viewtopic.php?pid=230040#p230040




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Re: Learning Programming, Where Shall I Begin?

2015-08-31 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Learning Programming, Where Shall I Begin?

Hi there,I presume you are looking to build text games? if so, you might check out inform7, (http://inform7.com). It's an easy scripting language that aids you in the creation of text adventures.Also, of course, there is BGT. That's definitely where I'd recommend starting out since it generally has everything you need built in, and is good for starters. I wouldn't recommend diving into other languages if you're just starting out as you might find that to be way too complicated for just starting out. You should note, though, that BGT was not designed for text adventure games, though it can most certainly be used to build strategy, story based, puzzle and or board games. anyway, the blastbay website, where bgt is located, is http://blastbay.com. Good luck and I look forward to seeing what you create! Let us know if you have any further questions.

URL: http://forum.audiogames.net/viewtopic.php?pid=230018#p230018




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Re: Learning Programming, Where Shall I Begin?

2015-08-31 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Learning Programming, Where Shall I Begin?

Hi there,I presume you are looking to build text games? if so, you might check out inform7, (http://inform7.com). It's an easy scripting language that aids you in the creation of text adventures.Also, of course, there is BGT. That's definitely where I'd recommend starting out since it generally has everything you need built in, and is good for starters. I wouldn't recommend diving into other languages if you're just starting out as you might find that to be way too complecated for just starting out. anyway, the blastbay website, where bgt is located, is http://blastbay.com. Good luck and I look forward to seeing what you create! Let us know if you have any further questions.

URL: http://forum.audiogames.net/viewtopic.php?pid=230018#p230018




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Re: Is learning visual basic worth it?

2015-08-29 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Is learning visual basic worth it?

Yeah Guitarman I did research on vbs and outright new it wouldn't be good for audio games, even before research was done. That language is speciffically meant for scripting tasks for your computer to perform, I.E. when you are away and unable to act with the GUI but things still need to be done. That one was out of the question from the beginning, I was just curious as to whether or not it was based off the same sintax as vb.net.As for Python does anyone know of anywhere I could find audio game examples in that language? Perhaps I'll need to learn the language first, obviously , but it would be nice to know what an audio game looks like in Python before I go into it,  the only reason I even went! Into pure basic was because Danny gave me a copy, and had me writing code the first day, so I was able to decide then.Also, with Python, is it possible to de
 lete items from an array, as well as inserting them at the beginning or middle of the array? That's one thing pure basic doesn't have that I wish it did.

URL: http://forum.audiogames.net/viewtopic.php?pid=229755#p229755




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Re: Is learning visual basic worth it?

2015-08-29 Thread AudioGames . net ForumDevelopers room : severestormsteve1 via Audiogames-reflector


  


Re: Is learning visual basic worth it?

[[wow]]! I didn't really know that. And there's an audio game library for python itself? That's cool.  But I was referring to vb.net... I was just curious because it seems as though Aprone uses that for his games but maybe I'm wrong about that. Also is vb.net the language built in to windows, used for creating those vbs files?

URL: http://forum.audiogames.net/viewtopic.php?pid=229719#p229719




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