Re: Programming Lessons C# "C Sharp". Live Sessions

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


  


Re: Programming Lessons C# "C Sharp".  Live Sessions

I'd like to join these classes.

URL: http://forum.audiogames.net/viewtopic.php?pid=268904#p268904





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Re: Luna Stories 3d Audio Game Open Source c#

2016-07-10 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Luna Stories 3d Audio Game Open Source c#

Hey, I'd love to help with this. Please add me on Skype and we can talk more if you're interested. My skype is alexander16262.

URL: http://forum.audiogames.net/viewtopic.php?pid=267616#p267616





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Re: Achieving sound rotation using PySFML?

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


  


Re: Achieving sound rotation using PySFML?

You might want to check the documentation to figure out if the functions accepts radians or degrees.If it only accepts radians then you'll need to convert them over from degrees. If you don't know what radians are, here's a link.https://en.wikipedia.org/wiki/Radian

URL: http://forum.audiogames.net/viewtopic.php?pid=267308#p267308





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Re: Help with movement on Map in Python

2016-07-06 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Help with movement on Map in Python

Try setting your event.key to null at the bottom of the loop.

URL: http://forum.audiogames.net/viewtopic.php?pid=267019#p267019





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Re: BGT help please.

2016-07-06 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT help please.

My skype is alexander16262, feel free to add me.

URL: http://forum.audiogames.net/viewtopic.php?pid=267012#p267012





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Re: Help with movement on Map in Python

2016-07-05 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Help with movement on Map in Python

I haven't used python, so I don't know if this is correct. I think what you're running into is an issue with your event.key variable.I don't think it's updating after each frame, so when you push up, it sets the key to up, but I'm not sure if it's clearing it or not after it loops back to the top. So it's true every time. HTH.

URL: http://forum.audiogames.net/viewtopic.php?pid=266925#p266925





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Re: A question

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


  


Re: A question

This is probably buggy as all hell, I'll test it when I get back later on, but it should give you an idea of how you would want to go about it.//This is how I would write out a map and movement system.//X keeps track of the player's X coordinat.//Keeps our tile sounds in a nice array.sound@[] tile;//Keeps all of our unique locations in a nice array.location@[] locations;int x=0;//Y keeps track of the player's Y coordinat.int y=0;int tiles=2;//Keeps track of how many different types of tiles there are in total.void main(){locations.insert_last(location("Living room", 0, 10, 0, 10));locations.insert_last(location("Kitchen", 10, 20, 10, 20));do{move();}while(key_pressed(KEY_ESCAPE))}void move(){if(key_pressed(KEY_UP)){y=y+1;//Can be shortened to x++;playSound(tile);}if(key_pressed(KE
 Y_DOWn)){y=y-1;//Can be shortened to x--;playSound(tile);}if(key_pressed(KEY_LEFT)){X--;playSound(tile);}if(key_pressed(KEY_RIGHT)){x++;playSound(tile);}}void playTileSound(array@ soundArray){for(int z=0; zlocations[z].x1&locations[z].y1){if(tile[locations[z].tileNumber].playing){tile[locations[z].tileNumber]].stop();tile[locations[z].tileNumber]].stop();}else{tile[locations[z].tileNumber]].stop();void loadSounds(){for(x=0; xint x1;int x2;int y1;int y2;int tileNumber;location(string init_name, int init_x1, int init_x2, int init_y1, int init_y2){this.x1=init_x1;this.x2=init_x2;this.y1=init_y1;this.y2=init_y2;this.name=init_name;}}

URL: http://forum.audiogames.net/viewtopic.php?pid=266808#p266808





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Re: BGT help please.

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


  


Re: BGT help please.

In English, when you write something someone is saying, it's called a quote. You put a quotation mark at the beginning and end of the words the person is saying. Much in the same way you do when coding. I think what you are getting hung up on is it saying left quote. This is possibly a screen-reader feature that is meant to help you keep track of them all. To use quotes all you have to do is put an opening quote like this, ", press shift ', and then to end it just put another one, ".

URL: http://forum.audiogames.net/viewtopic.php?pid=266770#p266770





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Re: BGT help please.

2016-07-03 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT help please.

Ishan, can you clarify your question on post 13? I don't follow what you're asking. If you want to know how to perform a return, I can do that, but I'm not sure what the " you put in there is suppose to mean.

URL: http://forum.audiogames.net/viewtopic.php?pid=266724#p266724





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Re: BGT help please.

2016-07-02 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT help please.

You only should ever have one void main() line in your script.the alert function only takes two pieces of data, what will be displayed in the title bar, and what the dialogue box will say. These arguements are both strings. The line below might be able to help you understand a little better.alert(string titleBar, string message);A string is just another variable type that can hold any kind of data, letters, numbers, symbols. The best part about these types of variables is that they can be concatinated to create longer strings. Kind of like when you do 1+1, it would equal 2, but if you tried doing '"Purple "+"eggs", it' would equal "Purple eggs".I'll write the void main loop two different ways to show you the benefits of concatinating.Int apples=5;Int mangos=4;//Void main, the only void main in this script.void main(){//The opening left brace for our main function.//The line below is the first alert function. We provided the following as the titleBar message, "Mangos". We then provided the following as the dialogue message, "You have "+mangos+" Mangos". This line takes three pieces of information and concatenates it into one string of information. So when it displays it will read out You have 4 Mangos. You concatenate two variables together by adding them together like so, “Hello”+” world”alert("Mangos", "You have "+mangos+" mangos");//Same as above, just using apples instead of mangos.alert("Apples", "You have "+apples+" apples");//Same as before, just using mangos and apples along with different strings to create a new message.alert(“All fruits”, “You have a total of “+mangos+apples+” fruit in your basket”);}//The closing brace for our main function.//Now that we understand concatenation, let’s see if we can’t combine all three of those alert functions into one message.Int apples=5;Int mangos=4;Int fruitBasket=apples+mangos;//the only main function defined in our example.Void main(){//Our opening left brace for the main function.Alert(“Fruit basket”< “You have “+mangos+” mangos. You have “+apples+” apples. All together in your basket you have “+fruitBasket+” fruits”);}//The closing right brace to the main functions opening left-brace.I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=266549#p266549





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Re: BGT help please.

2016-07-02 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT help please.

You only should ever have one void main() line in your script.the alert functions only takes two pieces of data, what will be displayed in the title bar, and what the dialogue box will say. These arguements are both strings. The line below might be able to help you understand a little better.alert(string titleBar, string message);A string is just another variable type that can hold any kind of data, letters, numbers, symbols. The best part about these types of variables is that they can be concatinated to create longer strings. Kind of like when you do 1+1, it would equal 2, but if you tried doing '"Purple "+"eggs", it' would equal "Purple eggs".I'll write the void main loop two different ways to show you the benefits of concatinating.Int apples=5;Int mangos=4;//Void main, the only void main in this script.void main(){//The opening left brace for our main function.//The line below is the first alert function. We provided the following as the titleBar message, "Mangos". We then provided the following as the dialogue message, "You have "+mangos+" Mangos". This line takes three pieces of information and concatenates it into one string of information. So when it displays it will read out You have 4 Mangos. You concatenate two variables together by adding them together like so, “Hello”+” world”alert("Mangos", "You have "+mangos+" mangos");//Same as above, just using apples instead of mangos.alert("Apples", "You have "+apples+" apples");//Same as before, just using mangos and apples along with different strings to create a new message.alert(“All fruits”, “You have a total of “+mangos+apples+” fruit in your basket”);}//The closing brace for our main function.//Now that we understand concatenation, let’s see if we can’t combine all three of those alert functions into one message.Int apples=5;Int mangos=4;Int fruitBasket=apples+mangos;//the only main function defined in our example.Void main(){//Our opening left brace for the main function.Alert(“Fruit basket”< “You have “+mangos+” mangos. You have “+apples+” apples. All together in your basket you have “+fruitBasket+” fruits”);}//The closing right brace to the main functions opening left-brace.I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=266549#p266549





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Re: BGT help please.

2016-07-02 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT help please.

You only should ever have one void main() line in your script.the alert functions only takes two pieces of data, what will be displayed in the title bar, and what the dialogue box will say. These arguements are both strings. The line below might be able to help you understand a little better.alert(string titleBar, string message);A string is just another variable type that can hold any kind of data, letters, numbers, symbols. The best part about these types of variables is that they can be concatinated to create longer strings. Kind of like when you do 1+1, it would equal 2, but if you tried doing '"Purple "+"eggs", it' would equal "Purple eggs".I'll write the void main loop two different ways to show you the benefits of concatinating.//Void main, the only void main in this script.Int apples=5;Int mangos=4;void main(){//The opening left brace for our main function.//The line below is the first alert function. We provided the following as the titleBar message, "Mangos". We then provided the following as the dialogue message, "You have "+mangos+" Mangos". This line takes three pieces of information and concatenates it into one string of information. So when it displays it will read out You have 4 Mangos. You concatenate two variables together by adding them together like so, “Hello”+” world”alert("Mangos", "You have "+mangos+" mangos");//Same as above, just using apples instead of mangos.alert("Apples", "You have "+apples+" apples");//Same as before, just using mangos and apples along with different strings to create a new message.alert(“All fruits”, “You have a total of “+mangos+apples+” fruit in your basket”);}//The closing brace for our main function.//Now that we understand concatenation, let’s see if we can’t combine all three of those alert functions into one message.Int apples=5;Int mangos=4;Int fruitBasket=apples+mangos;//the only main function defined in our example.Void main(){//Our opening left brace for the main function.Alert(“Fruit basket”< “You have “+mangos+” mangos. You have “+apples+” apples. All together in your basket you have “+fruitBasket+” fruits”);}//The closing right brace to the main functions opening left-brace.I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=266549#p266549





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Re: BGT help please.

2016-07-01 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT help please.

Here is how I would write what I think you are trying to do here.//Declares a variable called mangos and asigns 4 as the value.int' mangoes=4;//Declares a variable called apples, and asigns 5 as the value.int apples=5;//Declares a variable called fruit_basket and has the value set to mangos plus apples, which is 9 according to our previous declarations.int fruit_basket=mangoes+apples; //This is our main function, a function is a portion of code that is only executed when the function is called. The main function is the very first function that is run after a program is compiled, it's the master function in a way. To tell the compiler what things go inside of the function you use { and }. You just put your code within those two braces as shown in the example below.void main() { alert("hello", "I am a BGT script!");alert("Counting Fruit", "The contents of the fruit basket 
 are as follows, there are "+apples+" apples, and "+mangos+" mangos. In total there are "+fruit_basket+" fruits in the basket.");}

URL: http://forum.audiogames.net/viewtopic.php?pid=266460#p266460





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Re: BGT help please.

2016-06-30 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT help please.

Consider the following code.int x=0;int y=1;int z=2;void main(){x+y+z;}Now consider the following code and note the differences between the two.int x=0;int y=1;int z=2;void main(){alert("Sum of variables.", "The sum of vairables X, Y, and Z = "+x+y+z);}The difference between these two is that the second one uses an alert function to tell the user what the result of x+y+z is.If you tried to run the first example, it wouldn't appear to be doing anything, but really it's just calculating what x+y+z is and then exiting without displaying the results.

URL: http://forum.audiogames.net/viewtopic.php?pid=266372#p266372





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Re: BGT help please.

2016-06-30 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT help please.

Consider the following code.int x=0;int y=1;int z=2;void main(){x+y+z;}Now consider the following code and note the differences between the two.int x=0;int y=1;int z=2void main(){alert("Sum of variables.", "The sum of vairables X, Y, and Z = "+x+y+z);}The difference between these two is that the second one uses an alert function to tell the user what the result of x+y+z is.If you tried to run the first example, it wouldn't appear to be doing anything, but really it's just calculating what x+y+z is and then exiting without displaying the results.

URL: http://forum.audiogames.net/viewtopic.php?pid=266372#p266372





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Re: BGT help please.

2016-06-30 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT help please.

No, consider the following code.int x=0;int y=1;int z=2;void main(){x+y+z;}Now consider the following code and note the differences between the two.int x=0;int y=1;int z=2void main(){alert("Sum of variables.", "The sum of vairables X, Y, and Z = "+x+y+z);}The difference between these two is that the second one uses an alert function to tell the user what the result of x+y+z is.If you tried to run the first example, it wouldn't appear to be doing anything, but really it's just calculating what x+y+z is and then exiting without displaying the results.

URL: http://forum.audiogames.net/viewtopic.php?pid=266372#p266372





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Re: reducing lag in a bgt game?

2016-06-29 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: reducing lag in a bgt game?

Instead of calling wait in each iteration of the loop, try setting up a timer to only wait after so many milliseconds. So something liketimer time;while(true){1+1;if(time.elapsed>=500){wait(2);time.restart();}}This is more beneficial for you because if you tried looping through 50 enemies and you wait 2 ms on each loop, that's 100 ms per loop just from you telling it to wait that long. Throw in a bunch of other things it needs to loop through and you'll run into more issues.Wait is only important so that the processor doesn't stay at 100 percent for any extended period of time, and to allow other programs access to it. The small calculations you're doing in an audio game are severely minimal compared to most mainstream games that run on the computers we have today, so you really shouldn't be running into lag due to the processor. If you're experiencing lag, it's more than 
 likely either the lack of wait functions, or the over use of wait-functions.

URL: http://forum.audiogames.net/viewtopic.php?pid=266335#p266335





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Re: reducing lag in a bgt game?

2016-06-29 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: reducing lag in a bgt game?

Instead of calling wait in each iteration of the loop, try setting up a timer to only wait after so many milliseconds. So something liketimer time;while(true){1+1;if(time.elapsed>=500){wait(2);}}This is more beneficial for you because if you tried looping through 50 enemies and you wait 2 ms on each loop, that's 100 ms per loop just from you telling it to wait that long. Throw in a bunch of other things it needs to loop through and you'll run into more issues.Wait is only important so that the processor doesn't stay at 100 percent for any extended period of time, and to allow other programs access to it. The small calculations you're doing in an audio game are severely minimal compared to most mainstream games that run on the computers we have today, so you really shouldn't be running into lag due to the processor. If you're experiencing lag, it's more than likely either the lac
 k of wait functions, or the over use of wait-functions.

URL: http://forum.audiogames.net/viewtopic.php?pid=266335#p266335





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Re: Compiler for C for Windows

2016-06-22 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Compiler for C for Windows

Hey thanks for that Victorious. I just installed it and this gives me an idea of what to expect. At least they've marked them as bugs, rather than just features.

URL: http://forum.audiogames.net/viewtopic.php?pid=265506#p265506





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Re: How to do a 3d movement in bgt?

2016-06-20 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: How to do a 3d movement in bgt?

Thank you for sharing that with us. I wish more people would learn to share as well. .

URL: http://forum.audiogames.net/viewtopic.php?pid=265295#p265295





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Re: BGT Coding Class

2016-06-17 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

I'm unsure what manual you are refering to. Braces tell the language that this bit of code is only to be executed if the statement before is executed. So take the following for example.//We are declaring a variable here of type string, strings are what is used to hold characters and numbers. We're calling it MyName, and giving it the initial value of Josh. The quotes around it let it know that it's converting the characters within into numbers the computer can understand. The ; tells the language that this bit of code is done and it can move onto the next sequence of instructions, which in this case would be the main function.string MyName="Josh";//Declaring our opening function. This will almost always be void main(){}. Within this function will be where your main gameloop will more than likely end up going. A program cannot run without this function, and it almost always contains some kind of infinite loop, I prefer do loops, but while 
 loops work as well. If you donb't know what those are, refer to the bgt help manual, or just google for loops, while loops, or fruit loops, mmm..void main(){//Our if statement. This takes two properties and compares them as long as they're compatible. In this case it compares the contents of our variable MyName, and uses the opperator !=, which means does not equal, and checks against our raw value, "Sneak". So in plane english, this reads, if the variable MyName does not contain the word Sneak, then execute the code below within the braces. If(MyName!="Sneak"){//This is a pointless execution of code. If the if statement returns true, it will set MyName to be equal to Sneak. If it is already Sneak, then this code does not get executed.MyName="Sneak";}}HTH.Just make sure to keep track of your braces. I like to label mine. To make NVDA read out punctuation, press NVDA P unti
 l it says most. That's usually where I like to keep mine when I'm coding.

URL: http://forum.audiogames.net/viewtopic.php?pid=264859#p264859





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Re: Project C.A.T.

2016-06-16 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

Thank you. I'm not sure when I'll start needing testers. So far what I'm working on is getting all of the mechanics I want in the game. Once that's done, then I'll need people to help me test them and make sure they're all balanced. I have sounds, and I know how to edit them; it's just time I'd rather spend coding.

URL: http://forum.audiogames.net/viewtopic.php?pid=264641#p264641





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Re: Best Way to Code a Family Sim

2016-06-14 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Best Way to Code a Family Sim

Sent you a PM.

URL: http://forum.audiogames.net/viewtopic.php?pid=264436#p264436





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Re: How to do a 3d movement in bgt?

2016-06-14 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: How to do a 3d movement in bgt?

You'll probably also want a way to check if there is something around that set of coords.You can do that by doing thisif(power((targetX-tempa), 2)+power((targetY-tempb), 2)<=100)This code takes the coords you got from the formula above and takes the target coords and checks the distance, if it's less than 10 tiles from the test coords, then it executes the code within the if statement.If you are unsure how to get the target coords, you'll want to have an array of the objects on your map handy, then run it through a forloop, so it looks something like this.for(int x<0; x

Re: How to do a 3d movement in bgt?

2016-06-14 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: How to do a 3d movement in bgt?

You'll probably also want a way to check if there is something around that set of coords.You can do that by doing thisif(power((targetX-tempa), 2)+power((targetY-tempb), 2)<=100)This code takes the coords you got from the formula above and takes the target coords and checks the distance, if it's less than 10 tiles from the test coords, then it executes the code within the if statement.If you are unsure how to get the target coords, you'll want to have an array of the objects on your map handy, then run it through a forloop, so it looks something like this.for(int x<0; x

Re: How to do a 3d movement in bgt?

2016-06-14 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: How to do a 3d movement in bgt?

double tempa=X+(distance*cosine(((this.PS_Degrees-90)*pi)/180));double tempb = Y+(distance*sine(((this.PS_Degrees-90)*pi)/180));Where distance is how far in front of the player you want to check.If you're movement code doesn't automaticly adjust the player's angle to make it so that 0 degrees is facing north rather than east, then take out the -90 in the formulas above.

URL: http://forum.audiogames.net/viewtopic.php?pid=264431#p264431





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Re: Project C.A.T.

2016-06-14 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

Posted an update.https://sites.google.com/site/projectca … ent-status

URL: http://forum.audiogames.net/viewtopic.php?pid=264430#p264430





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sound panning 360 degrees in BGT working example and code

2016-06-02 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


sound panning 360 degrees in BGT working example and code

So, going to try this again. The previous code was rittled with mathematical errors, woops. Anyway, everything is fixed and I went ahead and commented out the function, if you don't understand sine cosine and arc_tangent, it won't help you much though, but it works now, I promise! void thetaPos(double soundA, double soundB, sound@ SoundHandle, double myA, double myB, double myTheta){//initialize our variables.double absolutetheta;double relativetheta;double tempH;double tempV;double tVolume;//find the lengths of the triangle we make to find the distance between our listener and the sound.double temp1 = soundA-myA;double temp2 = myB-soundB;double d1=power(temp1, 2);double d2=power(temp2,2);//use distance formuladouble d=square_root(d1+d2);//if the distance we got is less than 75.if(d<75){ //play our sound looped. SoundHandle.play_looped();
  if(temp1==0 && temp2==0) absolutetheta=-1; if(temp2==0) {  if(soundA>myA) absolutetheta=0;  if(soundA0) {  absolutetheta=arc_tangent(temp1/temp2); } if(temp2<0) {  absolutetheta=arc_tangent(temp1/temp2)+pi; } absolutetheta = (absolutetheta*180/pi)-90; //Find our relative angle. relativetheta = absolutetheta -myTheta-90; if(relativetheta>359.999) {  relativetheta+=-360; } if(relativetheta<0) {  relativetheta+=360; }if(key_pressed(KEY_J)){alert("absolute", absolutetheta);}if(key_pressed(KEY_K)){alert("relative", relativetheta);} //Cosine is adgacent tempH=cosine(((relativetheta-90)*pi/180)); //Use the value from above to pan our sound. SoundHandle.pan=tempH*
 100; //Find our verticle measurement. Don't need to convert this one, <0 is in front, > is behind. tempV=sine(((relativetheta-90)*pi/180)); tVolume=(d*-100)/75; //if our sound is behind us. if(tempV>0) {  //Reduce the sound by a number between 0 and 10 based on how far to the left or right the sound is.  SoundHandle.volume=tVolume-5-(absolute(tempH)*20);  //Find the absolute value of our horizontal value and use that to pitch bend our sound as it pans across the stereo field. As the sound moves away from 0 (centered). it will gradually decrease in pitch, as it approaches centered, it will raise in pitch.   SoundHandle.pitch=100+absolute(tempH*5); } else {  //Same as above, except raise the pitch as the sound is centered rather than decrease.  SoundHandle.volume=tVolume+15-(absolute(tempH)*20);   SoundHandle.pitch=120-absolute(te
 mpH*20); }}else{ //If the distance is greater than 75 pause the sound. SoundHandle.pause();}}Here's the example.const double pi=3.141592653589793;double x=0;double degrees=270;double y=0;double soundx=10;double soundy=10;sound test;void main(){show_game_window("test");test.load("sounds/EnemyTeamMate.ogg");test.play_looped();do{if(key_pressed(KEY_S)){degrees-=180;}if(key_pressed(KEY_SPACE)){alert("HI", degrees);}if(key_down(KEY_RIGHT)){degrees+=.2;}if(key_down(KEY_LEFT)){degrees+=-.2;}if(degrees>359.95){degrees=0;}if(degrees<0){degrees=359.95;}thetaPos(soundx, soundy, test, x, y, degrees);wait(5);}while(!key_pressed(KEY_ESCAPE));}Anyway, sorry for posting a dud earlier. This has been tested, please let me know if you find anything wrong with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=262623#p262623





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sound panning 360 degrees in BGT working example and code

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


  


sound panning 360 degrees in BGT working example and code

So, going to try this again. The previous code was rittled with mathematical errors, woops. Anyway, everything is fixed and I went ahead and commented out the function, if you don't understand sine cosine and arc_tangent, it won't help you much though, but it works now, I promise?void thetaPos(double soundA, double soundB, sound@ SoundHandle, double myA, double myB, double myTheta){//initialize our variables.double absolutetheta;double relativetheta;double tempH;double tempV;double tVolume;//find the lengths of the triangle we make to find the distance between our listener and the sound.double temp1 = soundA-myA;double temp2 = myB - soundB;double d1=power(temp1, 2);double d2=power(temp2,2);//use distance formuladouble d=square_root(d1+d2);//if the distance we got is less than 75.if(d<75){//play our sound looped.SoundHandle.play_looped();//If 
 our bottom leg, or the adjacent leg is to our right.if(temp1>0){//Find the longer leg and divide it by the shorter.if(temp2>temp1){absolutetheta=arc_tangent(temp2/temp1);}else{absolutetheta=arc_tangent(temp1/temp2);}}//If our adjacent leg is to our left.else if(temp1<0) {//Find the longer leg and divide it by the shorter.if(temp2>temp1){absolutetheta=arc_tangent(temp2/temp1)-90;}else{absolutetheta=arc_tangent(temp1/temp2)-90;}}//if our adjacent leg is 0, I.E, our X coords are equal to our sound's X coords.else if(temp1 == 0){//Find the longer leg and divide it by the shorter.  if (temp2 > 0){absolutetheta=90;}else if(temp2<0){absolutetheta=-90;}  else if (temp2 == 0){absolutetheta=-1;}}//Convert R
 adians to degreesabsolutetheta=absolutetheta*(180 /pi);//Find our relative angle.relativetheta = absolutetheta -myTheta-180;//Cosine is adgacenttempH=cosine((relativetheta*pi/180));//Use the value from above to pan our sound.SoundHandle.pan=tempH*100;//Find our verticle measurement. Don't need to convert this one, <0 is in front, > is behind.tempV=sine((relativetheta*pi/180));tVolume=(d*-100)/75;//if our sound is behind us.if(tempV>0){//Reduce the sound by a number between 0 and 10 based on how far to the left or right the sound is.SoundHandle.volume=tVolume-(absolute(tempH)*1000/100);//Find the absolute value of our horizontal value and use that to pitch bend our sound as it pans across the stereo field. As the sound moves away from 0 (centered). it will gradually decrease in pitch, as it approaches centered, it will raise in pitch. SoundHandle.pitch=80+absolute(temp
 H*5);}else{//Same as above, except raise the pitch as the sound is centered rather than decrease.SoundHandle.volume=tVolume-(absolute(tempH)*1000/100); SoundHandle.pitch=120-absolute(tempH*20);}}else{//If the distance is greater than 75 pause the sound.SoundHandle.pause();}}Here's the example.const double pi=3.141592653589793;double x=0;double degrees=270;double y=0;double soundx=10;double soundy=10;sound test;void main(){show_game_window("test");test.load("sounds/EnemyTeamMate.ogg");test.play_looped();do{if(key_pressed(KEY_S)){degrees-=180;}if(key_pressed(KEY_SPACE)){alert("HI", degrees);}if(key_down(KEY_RIGHT)){degrees+=.2;}if(key_down(KEY_LEFT)){degrees+=-.2;}if(degr
 ees>359.95){degrees=0;}if(degrees<0){degrees=359.95;}thetaPos(soundx, soundy, test, x, y, degrees);wait(5);}while(!key_pressed(KEY_ESCAPE));}Anyway, sorry for posting a dud earlier. This has been tested, please let me know if you find anything wrong with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=262623#p262623





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sound panning 360 degrees in BGT working example and code

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


  


sound panning 360 degrees in BGT working example and code

So, going to try this again. The previous code was rittled with mathematical errors, woops. Anyway, everything is fixed and I went ahead and commented out the function, if you don't understand sine cosine and arc_tangent, it won't help you much though, but it works now, I promise?void thetaPos(double soundA, double soundB, sound@ SoundHandle, double myA, double myB, double myTheta){//initialize our variables.double absolutetheta;double relativetheta;double tempH;double tempV;double tVolume;//find the lengths of the triangle we make to find the distance between our listener and the sound.double temp1 = soundA-myA;double temp2 = myB - soundB;double d1=power(temp1, 2);double d2=power(temp2,2);//use distance formuladouble d=square_root(d1+d2);//if the distance we got is less than 75.if(d<75){//play our sound looped.SoundHandle.play_looped();//If 
 our bottom leg, or the adjacent leg is to our right.if(temp1>0){//Find the longer leg and divide it by the shorter.if(temp2>temp1){absolutetheta=arc_tangent(temp2/temp1);}else{absolutetheta=arc_tangent(temp1/temp2);}}//If our adjacent leg is to our left.else if(temp1<0) {//Find the longer leg and divide it by the shorter.if(temp2>temp1){absolutetheta=arc_tangent(temp2/temp1)-90;}else{absolutetheta=arc_tangent(temp1/temp2)-90;}}//if our adjacent leg is 0, I.E, our X coords are equal to our sound's X coords.else if(temp1 == 0){//Find the longer leg and divide it by the shorter.  if (temp2 > 0){absolutetheta=90;}else if(temp2<0){absolutetheta=-90;}  else if (temp2 == 0){absolutetheta=-1;}}//Convert d
 egrees to Radians.absolutetheta=absolutetheta*(180 /pi);//Find our relative angle.relativetheta = absolutetheta -myTheta-180;//Cosine is adgacenttempH=cosine((relativetheta*pi/180));//Use the value from above to pan our sound.SoundHandle.pan=tempH*100;//Find our verticle measurement. Don't need to convert this one, <0 is in front, > is behind.tempV=sine((relativetheta*pi/180));tVolume=(d*-100)/75;{}//if our sound is behind us.if(tempV>0){//Reduce the sound by a number between 0 and 10 based on how far to the left or right the sound is.SoundHandle.volume=tVolume-(absolute(tempH)*1000/100);//Find the absolute value of our horizontal value and use that to pitch bend our sound as it pans across the stereo field. As the sound moves away from 0 (centered). it will gradually decrease in pitch, as it approaches centered, it will raise in pitch. SoundHandle.pitch=
 80+absolute(tempH*5);}else{//Same as above, except raise the pitch as the sound is centered rather than decrease.SoundHandle.volume=tVolume-(absolute(tempH)*1000/100); SoundHandle.pitch=120-absolute(tempH*20);}}else{//If the distance is greater than 75 pause the sound.SoundHandle.pause();}}Here's the example.const double pi=3.141592653589793;double x=0;double degrees=270;double y=0;double soundx=10;double soundy=10;sound test;void main(){show_game_window("test");test.load("sounds/EnemyTeamMate.ogg");test.play_looped();do{if(key_pressed(KEY_S)){degrees-=180;}if(key_pressed(KEY_SPACE)){alert("HI", degrees);}if(key_down(KEY_RIGHT)){degrees+=.2;}if(key_down(KEY_LEFT)){degrees+=-.2;}if(degrees>359.95){degrees=0;}if(degrees<0){degrees=359.95;}thetaPos(soundx, soundy, test, x, y, degrees);wait(5);}while(!key_pressed(KEY_ESCAPE));}Anyway, sorry for posting a dud earlier. This has been tested, please let me know if you find anything wrong with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=262623#p262623





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sound panning 360 degrees in BGT working example and code

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


  


sound panning 360 degrees in BGT working example and code

So, going to try this again. The previous code was rittled with mathmatical errors, woops. Anyway, everything is fixed and I went ahead and commented out the function, if you don't understand sine cosine and arc_tangent, it won't help you much though, but it works now, I promise?void thetaPos(double soundA, double soundB, sound@ SoundHandle, double myA, double myB, double myTheta){//initialize our variables.double absolutetheta;double relativetheta;double tempH;double tempV;double tVolume;//find the lengths of the triangle we make to find the distance between our listener and the sound.double temp1 = soundA-myA;double temp2 = myB - soundB;double d1=power(temp1, 2);double d2=power(temp2,2);//use distance formuladouble d=square_root(d1+d2);//if the distance we got is less than 75.if(d<75){//play our sound looped.SoundHandle.play_looped();//If o
 ur bottom leg, or the adjacent leg is to our right.if(temp1>0){//Find the longer leg and divide it by the shorter.if(temp2>temp1){absolutetheta=arc_tangent(temp2/temp1);}else{absolutetheta=arc_tangent(temp1/temp2);}}//If our adjacent leg is to our left.else if(temp1<0) {//Find the longer leg and divide it by the shorter.if(temp2>temp1){absolutetheta=arc_tangent(temp2/temp1)-90;}else{absolutetheta=arc_tangent(temp1/temp2)-90;}}//if our adjacent leg is 0, I.E, our X coords are equal to our sound's X coords.else if(temp1 == 0){//Find the longer leg and divide it by the shorter.  if (temp2 > 0){absolutetheta=90;}else if(temp2<0){absolutetheta=-90;}  else if (temp2 == 0){absolutetheta=-1;}}//Convert de
 grees to Radians.absolutetheta=absolutetheta*(180 /pi);//Find our relative angle.relativetheta = absolutetheta -myTheta-180;//Cosine is adgacenttempH=cosine((relativetheta*pi/180));//Use the value from above to pan our sound.SoundHandle.pan=tempH*100;//Find our verticle measurement. Don't need to convert this one, <0 is in front, > is behind.tempV=sine((relativetheta*pi/180));tVolume=(d*-100)/75;{}//if our sound is behind us.if(tempV>0){//Reduce the sound by a number between 0 and 10 based on how far to the left or right the sound is.SoundHandle.volume=tVolume-(absolute(tempH)*1000/100);//Find the absolute value of our horizontal value and use that to pitch bend our sound as it pans across the stereo field. As the sound moves away from 0 (centered). it will gradually decrease in pitch, as it approaches centered, it will raise in pitch. SoundHandle.pitch=8
 0+absolute(tempH*5);}else{//Same as above, except raise the pitch as the sound is centered rather than decrease.SoundHandle.volume=tVolume-(absolute(tempH)*1000/100); SoundHandle.pitch=120-absolute(tempH*20);}}else{//If the distance is greater than 75 pause the sound.SoundHandle.pause();}}Here's the example.const double pi=3.141592653589793;double x=0;double degrees=270;double y=0;double soundx=10;double soundy=10;sound test;void main(){show_game_window("test");test.load("sounds/EnemyTeamMate.ogg");test.play_looped();do{if(key_pressed(KEY_S)){degrees-=180;}if(key_pressed(KEY_SPACE)){alert("HI", degrees);}if(key_down(KEY_RIGHT)){degrees+=.2;}if(key_down(KEY_LEFT)){degrees+=-.2;
}if(degrees>359.95){degrees=0;}if(degrees<0){degrees=359.95;}thetaPos(soundx, soundy, test, x, y, degrees);wait(5);}while(!key_pressed(KEY_ESCAPE));}Anyway, sorry for posting a dud earlier. This has been tested, please let me know if you find anything wrong with it. URL: http://forum.audiogames.net/viewtopic.php?pid=262623#p262623 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

360 sound positioning code and working example

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


  


360 sound positioning code and working example

So for the past day or so I've been plagued by a sound positioining code problem I was having. Basicly, I didn't understand what I was doing, and I was trying to re-invent the wheel. Either way, what came of it was this, and I figured I might save someone else the trouble of doing what I did and what not. So here's the code to pan and pitch bend a sound according to it's location in relation to the player.void thetaPos(double soundA, double soundB, sound@ SoundHandle, double myA, double myB, double myTheta){double absolutetheta;double relativetheta;double tempH;double tempV;double tVolume;double temp1 = soundA-myA;double temp2 = myB - soundB;double d1=power(temp1, 2);double d2=power(temp2,2);double d=square_root(d1+d2);if(d<75){SoundHandle.play_looped();if(temp1>0){absolutetheta=arc_tangent(temp2/temp1);}else if(temp1<0) {
 absolutetheta=arc_tangent(temp2/temp1)-90;}else if(x == 0){  if (y > 0){absolutetheta=90;}else if(temp2<0){absolutetheta=-90;}  else if (y == 0){absolutetheta=-1;}}absolutetheta=absolutetheta*(180 /pi);relativetheta = absolutetheta -myTheta;tempH=cosine((relativetheta*pi/180));SoundHandle.pan=tempH*100;tempV=sine((relativetheta*3.14/180));tVolume=(d*-100)/75;{}if(tempV>0){SoundHandle.volume=tVolume; SoundHandle.pitch=80+absolute(tempH*20);}else{SoundHandle.volume=tVolume; SoundHandle.pitch=120-absolute(tempH*20);}}else{SoundHandle.pause();}}The example below will work if you copy and paste it into a new file and adjust the sound path to the sound of your own choosing. Don't forget to make it a .bgt file.//Decla
 ring pi.const double pi=3.141592653589793;//declaring our listener's x and y values, as well as their degrees.double x=0;double degrees=270;double y=0;//declare our sound's location.double soundx=10;double soundy=10;sound test;void main(){//show our window and load up some values before running into a loop where the user can press escape to close the program.show_game_window("test");test.load("sounds/EnemyTeamMate.ogg");test.play_looped();timer time;do{//Flips the degrees by 180 when the user presses the S key.if(key_pressed(KEY_S)){degrees-=180;}//Announces the degrees the player is facing when the user presses space.if(key_pressed(KEY_SPACE)){alert("HI", degrees);}//turns the user to the right when they press the right arrow.if(key_down(KEY_RIGHT)){degr
 ees+=.2;}//turns the user to the left when the left arrow key is pushed.if(key_down(KEY_LEFT)){degrees+=-.2;}//realigns our user's degrees in case they fall out of their appropriate values.if(degrees>359.95){degrees=0;}if(degrees<0){degrees=359.95;}//Our function that accepts the sound's x and y value, the listener's x and y values, and the listener's degrees and pans the sound accordingly.thetaPos(soundx, soundy, test, x, y, degrees);//wait and allow other programs access to the cpu.wait(5);}while(!key_pressed(KEY_ESCAPE));}void thetaPos(double soundA, double soundB, sound@ SoundHandle, double myA, double myB, double myTheta){double absolutetheta;double relativetheta;double tempH;double tempV;double tVolume;double temp1 = soundA-myA;double temp2 = myB - soundB;double
  d1=power(temp1, 2);double d2=power(temp2,2);double d=square_root(d1+d2);if(d<75){SoundHandle.play_looped();if(temp1>0){absolutetheta=arc_tangent(temp2/temp1);}else if(temp1<0) {absolutetheta=arc_tangent(temp2/temp1)-90;}else if(x == 0){  if (y > 0){absolutetheta=90;}else if(temp2<0){absolutetheta=-90;}  else if (y == 0){absolutetheta=-1;}}absolutetheta=absolutetheta*(180 /pi);relativetheta = absolutetheta -myTheta;tempH=cosine((relativetheta*pi/180));SoundHandle.pan=tempH*100;tempV=sine((relativetheta*3.14/180));tVolume=(d*-100)/75;{}if(tempV>0){SoundHandle.volume=tVolume; SoundHandle.pitch=80+absolute(tempH*20);}else{SoundHandle.volume=tVolume; SoundHandle.pitch=120-absolute(tempH*20);}}else{SoundHandle.pause();}}/*I'm not going to explain the code unless someone specificly asks me, but you can modify how it sounds by changing the lines in the last if statements where soundhandle volume and pitchs are assigned. The 80+ the absolute value of tempH tells the code if the sound is behind us, set it's pitch to 80, the further it is to the extreme left or right, the higher pitch it is. The line in the if statement where pitch is equal to tempH/20 does the exact opposite, making it the highest pitch when it's directly in front of us, and lower pitched when it's to the far right or far left.All that's really important about this code is that it moves the sound left to right and changes the volume and pitch based on the location in the stereo field. When it's directly behind us, it's the lowest pitch, when it's in front of us it's the highest pitch... I hope I'm e
 xplaining this well enough LOL.Just try the example out and you'll see what I mean.*/

URL: http://forum.audiogames.net/viewtopic.php?pid=262579#p262579





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Re: Project C.A.T.

2016-05-27 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

I'm sorry, the only offline thing you'll be able to access without an internet connection is a tutorial on how to play the game. It's possible I might do something later on, but it would be after the server is well into beta I think.

URL: http://forum.audiogames.net/viewtopic.php?pid=261895#p261895





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Re: Project C.A.T.

2016-05-26 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

Wrote in an entry

URL: http://forum.audiogames.net/viewtopic.php?pid=261768#p261768





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Re: A mysterious divide by 0 error

2016-05-22 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: A mysterious divide by 0 error

I'm unable to replicate this bug. Can you paste the code exactly as it appears? Going off of this though, I'd say your bug is somewhere else. That if statement should take care of any divide by 0 errors that come about unless some how the value of u changes mid-way through the script's execution.Also, makes sure u and dist are compatible variables for what you're wanting to do.

URL: http://forum.audiogames.net/viewtopic.php?pid=261359#p261359





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Re: Oculus Rift + 3D sound

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


  


Re: Oculus Rift + 3D sound

If you'd like to talk you can add me on skype, or googlehangouts. alexander16262 and alexander.agost...@gmail.com respectively.

URL: http://forum.audiogames.net/viewtopic.php?pid=260992#p260992





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Re: Oculus Rift + 3D sound

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


  


Re: Oculus Rift + 3D sound

You might also record yourself saying each name for the object and have the tester be able to press a control to hear the name. This would be easier than having to use a tts engine.

URL: http://forum.audiogames.net/viewtopic.php?pid=260991#p260991





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Re: Oculus Rift + 3D sound

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


  


Re: Oculus Rift + 3D sound

The first solution that comes to mind with the issue you're having with not being able to give the tester a sense of the building's size or shape would be to do something similar to the following.1. Have the rod be extendable to a set distance in front of the user. 2. Whenever any part of the rod touches something it plays a combination of tones to create one sound. It doesn't have to be a looping sound; a quick blip would suffice I think.3. This blip would be composed of two tones, one high, one low.4. The low tone would give the tester a sense of how wide that particular wall is, because it'll run a loop to determine how far it is from each edge horizontal starting from the spot where their rod hit the wall or object. This data will be used to change the pitch of this low note depending on where in that horizontal line the rod falls. The high note will be exactly the same as the low note in mechanics, except that it would represent the
  vertical measurement.5. The combination of these two tones will create a audible cross-hair and will allow the details of the oddly shaped structures you'll more than likely be recreating more fully appreciated by those without sight.6. Have the tester be able to press a control to have the blip play repeatedly if the rod is already in contact with the object. This gives them more control over how much information is being given to them.Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=260985#p260985





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Re: Oculus Rift + 3D sound

2016-05-18 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Oh yeah, welcome to the forum!

URL: http://forum.audiogames.net/viewtopic.php?pid=260924#p260924





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Re: Oculus Rift + 3D sound

2016-05-18 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

It would help if you gave us an idea of what you'd like your game to be. Making a game accessible for the blind is actually quite simple. You just have to convert the things you see into some kind of audio clue. For example a person's health meter might change colors depending on how low it is. To make this information available to a blind individual, rather than having a synth voice read out the change, you can simply add a small noise or even heavy breathing to indicate low health. I know in the VR space it's possible to touch objects. Since the sense of touch doesn't transfer with VR headsets, you can have a short description of the item read out by a screen reader as the player comes into contact with it. The same can go for rooms. Sounds and text is enough to convey most anything. You can take a look at the screen reader NVDA as it is free, and open source. It offers all sorts of ways to communicate with your programs. You can even have your ga
 me copy the text you wish to have read out to the blind player and an add-on in the screen reader will read it off automatically. In fact I believe Skullgirls used this method for some time.My personal advise would be to make a horror game. Audio is the best at scaring the crap out of people.

URL: http://forum.audiogames.net/viewtopic.php?pid=260923#p260923





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Re: Project C.A.T.

2016-05-18 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

So I spent a couple hours this morning coming up with some new features for a secondary game mode. I updated the cite as well, but I'll also paste it here for your convenience.Hey guys, so I’ve recently done an entire re-design of the project, or maybe it should be referred to as an addition. The overall mechanics will be the same, and the original mode, that is team versus team in an urban setting killing each other to determine who is best will also remain an option. However, in my original plans I had decided that I would not add enemies to the map that are controlled by AI. This is no longer the case. In fact, an entirely new mode will also be added that allows a group of players to spawn their avatars on a map similar to the arena in the second book of “The Hunger Games”. The clock arena if you will. I’ll go into more details about it below. Visualizing the Big PictureThe main principle of this game mode is that there will be an over map of a 3 by 3 grid. If you have a hard time picturing this, think of two straight vertical (up and down) lines that are spaced about an inch next to each other. Now picture two more lines, but this time horizontal (laying sideways) and have a little space between each other. They should also intersect the vertical lines in a way that creates a square box in the middle. So hopefully now you are picturing what most would call the hash tag symbol, or the number sign.“What’s that sound?”This symbol also looks like a three by three grid that has been sectioned off into 9 different quadrants. Now, each of those quadrants are like boxes. They will contain certain unique characteristics that give them benefits and some non-benefits… Like 10 lightning strikes in a quadrant every 3 seconds, or a pack of mutated moles who dig up from the ground and chase your avatar down. If that’s not your cup of tea, try for The quadrant referred to as “Death’s Touch” by most living individuals. This name was fashioned after its flora’s poisonous contact. This means any touching, rubbing, bumping, or idiots blindly running through any plant life will result in a long and painful demise. At least you won’t have to deal with the Earth deciding it’s tired of your avatar  waiting around and rips the ground beneath their feet wide open sending them plummeting to their eternal entombment. I literally had to edit this because I forgot to put in that this was actually a thing that will happen. LOL, My bad.How’s this for “Hashtag the struggle is real.”.If dealing with this map wasn’t enough, remember that group of people you arrived with? Yeah, well they’re trying to kill your avatar’s face off with anything and everything. Y’know that plant life I mentioned earlier? Seems if you’re careful enough you can grab a branch and grant “Death’s Kiss” on any avatar who is unlucky to be caught unawares, or lucky, depending on how you look at it. At least nobody tried to blow your avatar’s legs off with a tripwire plastic explosive. “Ooooh, a loot box for me?”, BOM!Not all of humanity is entirely obsessed with big swords and muscles. Sometimes smart people can resort to very crafty acts of destruction. Like setting one of those trip wire explosives in front of an enticing loot box. “Wait, I didn’t win? I killed everybody though!”.It won’t be all violent bloodshed though. No-no. Violent bloodshed only gets you so far. Unless your avatar is  wielding a giant claymore, in which case violence will get you about 6 feet through anything your avatar cares to point it at. To be the winner you will first have to be one of four players who is able to reach a defense point. There is a single defense location in each quadrant. Only one player can be in each quadrant’s defense location for it to count down. The first four players who are able to secure their quadrants defense location for a minute will advance to the next stage of the match. This will grant the players temporary immunity from one another. You will have about 3 minutes to go out and collect items and goods. Once that timer hits 0 though, it’s open season on everybody’s avatars. rogue at quadrant 3 backstabbed chemist.chemist took 53 damage before armor reduction.rogue has been killed in quadrant 3 by chemist’s acid wash trap.Naturally there will be a winner. In fact there will be a winner for each category. These will range anywhere from how many people you slayed to how much of the map you covered and how much time you spent in each quadrant. You’ll be able to review your stats at any time, and they will be remembered as you play. Anyway, I hope you all have enjoyed this update. I’ll be working on this part of the project as I wrap up the first mode just so it gives me something new to think about. Everything from the first mode will be easily transferred over to this new match type and will save me loads of time. It’ll be more like I’m adding to an existing structure rather than building an entirely new one from scratch. Object 

Re: Project C.A.T.

2016-05-18 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

So I spent a couple hours this morning coming up with some new features for a secondary game mode. I updated the cite as well, but I'll also paste it here for your convenience.Hey guys, so I’ve recently done an entire re-design of the project, or maybe it should be referred to as an addition. The overall mechanics will be the same, and the original mode, that is team versus team in an urban setting killing each other to determine who is best will also remain an option. However, in my original plans I had decided that I would not add enemies to the map that are controlled by AI. This is no longer the case. In fact, an entirely new mode will also be added that allows a group of players to spawn their avatars on a map similar to the arena in the second book of “The Hunger Games”. The clock arena if you will. I’ll go into more details about it below. Visualizing the Big PictureThe main principle of this game mode is that there will be an over map of a 3 by 3 grid. If you have a hard time picturing this, think of two straight vertical (up and down) lines that are spaced about an inch next to each other. Now picture two more lines, but this time horizontal (laying sideways) and have a little space between each other. They should also intersect the vertical lines in a way that creates a square box in the middle. So hopefully now you are picturing what most would call the hash tag symbol, or the number sign.“What’s that sound?”This symbol also looks like a three by three grid that has been sectioned off into 9 different quadrants. Now, each of those quadrants are like boxes. They will contain certain unique characteristics that give them benefits and some non-benefits… Like 10 lightning strikes in a quadrant every 3 seconds, or a pack of mutated moles who dig up from the ground and chase your avatar down. If that’s not your cup of tea, try for The quadrant referred to as “Death’s Touch” by most living individuals. This name was fashioned after its flora’s poisonous contact. This means any touching, rubbing, bumping, or idiots blindly running through any plant life will result in a long and painful demise. At least you won’t have to deal with the Earth deciding it’s tired of your avatar  waiting around and rips the ground beneath their feet wide open sending them plummeting to their eternal entombment. How’s this for “Hashtag the struggle is real.”.If dealing with this map wasn’t enough, remember that group of people you arrived with? Yeah, well they’re trying to kill your avatar’s face off with anything and everything. Y’know that plant life I mentioned earlier? Seems if you’re careful enough you can grab a branch and grant “Death’s Kiss” on any avatar who is unlucky to be caught unawares, or lucky, depending on how you look at it. At least nobody tried to blow your avatar’s legs off with a tripwire plastic explosive. “Ooooh, a loot box for me?”, BOM!Not all of humanity is entirely obsessed with big swords and muscles. Sometimes smart people can resort to very crafty acts of destruction. Like setting one of those trip wire explosives in front of an enticing loot box. “Wait, I didn’t win? I killed everybody though!”.It won’t be all violent bloodshed though. No-no. Violent bloodshed only gets you so far. Unless your avatar is  wielding a giant claymore, in which case violence will get you about 6 feet through anything your avatar cares to point it at. To be the winner you will first have to be one of four players who is able to reach a defense point. There is a single defense location in each quadrant. Only one player can be in each quadrant’s defense location for it to count down. The first four players who are able to secure their quadrants defense location for a minute will advance to the next stage of the match. This will grant the players temporary immunity from one another. You will have about 3 minutes to go out and collect items and goods. Once that timer hits 0 though, it’s open season on everybody’s avatars. rogue at quadrant 3 backstabbed chemist.chemist took 53 damage before armor reduction.rogue has been killed in quadrant 3 by chemist’s acid wash trap.Naturally there will be a winner. In fact there will be a winner for each category. These will range anywhere from how many people you slayed to how much of the map you covered and how much time you spent in each quadrant. You’ll be able to review your stats at any time, and they will be remembered as you play. Anyway, I hope you all have enjoyed this update. I’ll be working on this part of the project as I wrap up the first mode just so it gives me something new to think about. Everything from the first mode will be easily transferred over to this new match type and will save me loads of time. It’ll be more like I’m adding to an existing structure rather than building an entirely new one from scratch. Object oriented coding is like playing with Legos, but for adults.

URL: 

Re: Project C.A.T.

2016-05-17 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

I haven't done any updates because the bit of code I'm working on is a little more complex. I'm in the middle of linking the client and server together, which means a bunch of little functions and what not that aren't very exciting to write about.Just to give you guys an idea of how far I am:I'm currently at 1441 lines of code, excluding any includes.1050 lines of which are in the server, and the rest are in the client.

URL: http://forum.audiogames.net/viewtopic.php?pid=260796#p260796





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Re: What was the first game you ever made?

2016-05-17 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: What was the first game you ever made?

Oh, that's interesting. I never did much research on my diagnoses. Probably due to being too young to really understand what it would mean. No need crying over spilled milk was always something I told myself. Not to say it didn't affect me. I just tried not to allow it to fester.Anyway, probably detracting from the original intent of this thread! LOL.It's just not every day I interact with someone who I know has had similar experiences.

URL: http://forum.audiogames.net/viewtopic.php?pid=260770#p260770





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Notebooks of Lazarus Long

2016-05-17 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Notebooks of Lazarus Long

Hey guys. So I was doing a little googling this morning, and I came across this interesting read. For new programmers, and indeed even veterans, this book will prove to be a fun read. For example, here's a few quotes from the excerpts."Most “scientists” are bottle washers and button sorters.""A “pacifist male” is a contradiction in terms. Most self-described “pacifists” are not pacific; they simply assume false colors. When the wind changes, they hoist the Jolly Roger."This is by far my favorite "A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects!" This is the quote that allowed me to stumble upon this collection. Anyhoo, I hope you guys will take the time to check it out, you can go to this website to read the notebook, but there's also the actual book as well which you should also take a gander at.http://www.angelfire.com/or/sociologyshop/lazlong.html

URL: http://forum.audiogames.net/viewtopic.php?pid=260725#p260725





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Re: What was the first game you ever made?

2016-05-16 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: What was the first game you ever made?

Oh [[wow]]. I was also diagnosed with cateracts at a young age. I was about 7 or 8 when I had them removed. I was also diagnosed with glaucoma at 5 and went completely blind at 11-12. I had the thick glasses for a while. I'm surprised I don't have imprints on my nose from them haha.

URL: http://forum.audiogames.net/viewtopic.php?pid=260695#p260695





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Re: BGT Coding Class

2016-05-15 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

Sure. Any questions are welcome. I can answer them when I have the time, so no problem.

URL: http://forum.audiogames.net/viewtopic.php?pid=260583#p260583





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Re: BGT Coding Class

2016-05-15 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

Hello, today we went over creating 2D arrays. Lucas will be posting the link to the recording soon. I'll post the code below.This is just a simple program that creates a 2d array, then creates a second array with a list of names and assigns each value in the 2d array with a random name from the names provided in the name array.Press Y to type in the Y coord.press x to type in your x coord.Press enter to hear the name that was assigned to those values within the array.Remember arrays are 0 based, so even though it says the length of the array is resized to 10, the entries are really 0-9 for the x array, and 0 through 19 for the y array.Hope this helps!string[][] array1;string name;void main(){show_game_window("Array Test");string response;int X;int Y;array1.resize(10);for(int x=0; x}

URL: http://forum.audiogames.net/viewtopic.php?pid=260554#p260554





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Re: BGT Coding Class

2016-05-15 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

Hello, today we went over creating 2D arrays. Lucas will be posting the link to the recording soon. I'll post the code below.This is just a simple program that creates a 2d array, then creates a second array with a list of names and assigns each value in the 2d array with a random name from the names provided in the name array.Press Y to type in the Y coord.press x to type in your x coord.Press enter to hear the name that was assigned to those values within the array.Remember arrays are 0 based, so even though it says the length of the array is resized to 10, the entries are really 0-9 for the x array, and 0 through 19 for the y array.Hope this helps!string[][] array1;string name;void main(){show_game_window("Array Test");string response;int X;int Y;array1.resize(10);for(int x=0; x}

URL: http://forum.audiogames.net/viewtopic.php?pid=260554#p260554





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Re: BGT Coding Class

2016-05-15 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

Hello, today we went over creating 2D arrays. Lucas will be posting the link to the recording soon. I'll post the code below.This is just a simple program that creates a 2d array, then creates a second array with a list of names and assigns each value in the 2d array with a random name from the names provided in the name array.coord, and use 0 through 19 for the y coord.Press Y to type in the Y coord.press x to type in your x coord.Press enter to hear the name that was assigned to those values within the array.Remember arrays are 0 based, so even though it says the length of the array is resized to 10, the entries are really 0-9 for the x array, and 0 through 19 for the y array.Hope this helps!string[][] array1;string name;void main(){show_game_window("Array Test");string response;int X;int Y;array1.resize(10);for(int x=0; x

Re: searching through an array of strings?

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


  


Re: searching through an array of strings?

Awesome! That's a huge confidence boost for me, knowing that I understand it enough to be able to give you exactly what you needed.  Glad to help.

URL: http://forum.audiogames.net/viewtopic.php?pid=260478#p260478





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Re: searching through an array of strings?

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


  


Re: searching through an array of strings?

Look at the help file in the bgt manual on string_contains.Just change it to return string_contains(arrayString[x], "Diana"); That should return the position where the character set starts in the string.

URL: http://forum.audiogames.net/viewtopic.php?pid=260472#p260472





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Re: searching through an array of strings?

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


  


Re: searching through an array of strings?

If you mean how to search each entry in the array to see if it contains a phrase or character then yes there is.I realized after posting that I should've commented this out to explain what I'm doing. //This declares the array of type string called arrayString and gives it 5 empty entries.string[] arrayString(5);//The following 5 lines store a string within the array in a unique entry.arrayString[0]="Hi my name is George.";arrayString[1]="Hi my name is Alex.";arrayString[2]="Hi my name is Diana.";arrayString[3]="Hi my name is Bobbie";arrayString[4]="Hi my name is Lewis";//This creates a loop through arrayString and checks each entry for the characters 'diana', I don't recall if the string_contains function is case sensitive or not. It then returns the string that contains the text. You can manipulate this easily enough to return the location of the 
 character in the string as well as the entire string.for(int x=0; x

Re: searching through an array of strings?

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


  


Re: searching through an array of strings?

If you mean how to search each entry in the array to see if it contains a phrase or character then yes there is.I realized after posting that I should've commented this out to explain what I'm doing. //This declares the array of type string called arrayString and gives it 5 empty entries.string[] arrayString(5);//The following 5 lines stores a string within the array in a unique entry.arrayString[0]="Hi my name is George.";arrayString[1]="Hi my name is Alex.";arrayString[2]="Hi my name is Diana.";arrayString[3]="Hi my name is Bobbie";arrayString[4]="Hi my name is Lewis";//This creates a loop through arrayString and checks each entry for the characters 'diana', I don't recall if the string_contains function is case sensitive or not. It then returns the string that contains the text. You can manipulate this easily enough to return the location of the
  character in the string as well as the entire string.for(int x=0; x

Re: searching through an array of strings?

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


  


Re: searching through an array of strings?

If you mean how to search each entry in the array to see if it contains a phrase or character then yes there is.string[] arrayString(5);arrayString[0]="Hi my name is George.";arrayString[1]="Hi my name is Alex.";arrayString[2]="Hi my name is Diana.";arrayString[3]="Hi my name is Bobbie";arrayString[4]="Hi my name is Lewis";for(int x=0; x

Re: Project C.A.T.

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


  


Re: Project C.A.T.

I've made a couple entries since the first post. Check them out below.https://sites.google.com/site/projectca … ent-status

URL: http://forum.audiogames.net/viewtopic.php?pid=260429#p260429





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Re: What was the first game you ever made?

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


  


Re: What was the first game you ever made?

I think my first fully functional audio game is the brain warp re-creation mind warp, which can be found at the link Below.https://dl.dropboxusercontent.com/u/818 … ndWarp.zipI think it displays all text to the title bar, and the message strings aren't too long so you should be able to read it without trouble for those who don't need screen readers.I think I posted the source code on another topic, but you might have to dig for it. It was a pretty good experience. I learned the importance of for loops, arrays, and functions. I've got at least a dozen other projects that were never completed, but served to teach me something new each time.Actually as I was just about to press submit, I remembered the first game I made was a campaign script for swamp. I'm not sure it's still functional with the current version, but I'll post that link as well as the other scripts. Oh yeah, I think I even made a pac-man game with the swamp campaign scripts.Pac-man scripts.https://dl.dropboxusercontent.com/u/818 … mpagne.zipMy first campaign script.https://dl.dropboxusercontent.com/u/818 … mpagne.zipMy tutorial entry for swamp.ziphttps://dl.dropboxusercontent.com/u/818 … mpagne.zipThis was the last campaign I was working on, I'm almost certain this is buggy as all get up.https://dl.dropboxusercontent.com/u/818 … 0march.zipSo I guess the swamp scripting language was my first entrance into coding. That's pretty cool IMO. Hadn't even realized that until now haha, so thanks Aprone!

URL: http://forum.audiogames.net/viewtopic.php?pid=260421#p260421





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Re: BGT Coding Class

2016-05-12 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

Oy, the recordings completely slipped my mind. I got so caught up in my game. I'll see what I can do between now and Sunday. The meeting will still be taking place this Sunday at 1pm Eastern. Last Sunday was not done because of Mother's day.

URL: http://forum.audiogames.net/viewtopic.php?pid=260239#p260239





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Re: Project C.A.T.

2016-05-11 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

I'm sure as the days go on I'll add more and edit stuf with better specifics. It feels really good to have the whole thing written down though. I've been trying to keep it all in my head, so this will help me keep track of everything that needs to get done. I never really realized how useful writing down an overview is.

URL: http://forum.audiogames.net/viewtopic.php?pid=260143#p260143





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Project C.A.T.

2016-05-11 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Project C.A.T.

Just dropping this for people to check out so I can get some feed back and hopefully a few people who bug me to get it done. LOL.https://sites.google.com/site/projectcataudiogame/homeThe page isn't the best, but it's what I could manage within a 30 minute break from coding.

URL: http://forum.audiogames.net/viewtopic.php?pid=260141#p260141





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Re: BGT Coding Class

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


  


Re: BGT Coding Class

Eastern. Looking forward to it.

URL: http://forum.audiogames.net/viewtopic.php?pid=259285#p259285





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Re: BGT Coding Class

2016-05-01 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

Due to technical difficulties, AKA me forgetting to press record, the live session won't be available, however I will be re-recording a mock session where I go over the material covered in the group today. The next session will be this up coming Sunday at 1 PM again if it works for everybody else.

URL: http://forum.audiogames.net/viewtopic.php?pid=258961#p258961





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Re: BGT Coding Class

2016-05-01 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

I'll just be creating a channel on the teamtalk US server with the channel of BGT, and the password is learning.It'll be teamtalk 5 just to be clear.

URL: http://forum.audiogames.net/viewtopic.php?pid=258938#p258938





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Re: BGT Coding Class

2016-04-30 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

By today I mean Sunday, may first, 2016.

URL: http://forum.audiogames.net/viewtopic.php?pid=258892#p258892





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Re: BGT Coding Class

2016-04-30 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: BGT Coding Class

I didn't put a date on purpose. I wanted to get an idea of how many people were interested before setting a date.I have 4 people signed up so far.I'm going to try and host the meeting tomorrow at 1 PM eastern, 10 pacific.If you can't make it don't sweat it, we'll just be meeting to get aquainted. Though if everybody shows up on a timely manner we might just hop into the teaching. I know it's short notice, but I'll be sending everybody I  can skype messages and what not to let them know.It'll be on teamtalk, though if that's too much of a hassle we can switch to skype.

URL: http://forum.audiogames.net/viewtopic.php?pid=258891#p258891





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BGT Coding Class

2016-04-28 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


BGT Coding Class

So I've been trying to get myself motivated and pump out my card game. My original idea was to record the coding sessions, then edit it, and then put it up on youtube for you all to listen too. I've decided against that idea, and instead I will be attempting to host classes to code in BGT.I say attempt because I'm not sure of my teaching capabilities, though I think it'll go just fine.I do have some basic obvious requirements for joining.1. You have a stable and reliable internet connection.2. You have a decent microphone.3. You wear headphones, or some other solution so we can't hear our feedback or your screenreader.4. You've downloaded and installed the latest version of BGT.5. You speak and understand english at a proficient level.That's pretty much it. If you're a beginner, or if you've never even wrote out a hello world program, you're especially invited. Though experienced code
 rs are also welcome, I don't claim to be the best, but I do have a solid foundation, and I hope to pass that on to any that want to listen. If all parties are okay with it I'd like to record the sessions and then provide them for others to listen to.If you'd like to join the course, you can add me on skype at alexander16262, or mention me on twitter @alex_agostino. You can also send me an email at alexander.agost...@gmail.com.Let your friends know or anybody else in the community who you think might be interested.

URL: http://forum.audiogames.net/viewtopic.php?pid=258527#p258527





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Re: can I get some help with bgt?

2016-04-19 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: can I get some help with bgt?

Hey JWoodill21, if you'd like you can add me to skype at alexander16262 and I'll be happy to help you with whatever you might need.

URL: http://forum.audiogames.net/viewtopic.php?pid=257527#p257527





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

2016-04-08 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


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

So any news on this? LOL. Was kind of bummed I didn't get to listen to any of the judges play the games yesterday.

URL: http://forum.audiogames.net/viewtopic.php?pid=256437#p256437





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

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


  


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

So will the judging be done over skype or something? Will we be able to receive crits on our progs?

URL: http://forum.audiogames.net/viewtopic.php?pid=256325#p256325





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

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


  


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

Okay, so my game is complete, do I send it as an attachment or will a DB link work as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=256252#p256252





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

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


  


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

Is it too late to enter? I didn't see this until right now.

URL: http://forum.audiogames.net/viewtopic.php?pid=256155#p256155





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Re: Basic Screen Reader Support in Unity

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


  


Re: Basic Screen Reader Support in Unity

Welcome, I don't know about the first question, but if you do a google search for voice actors I'm sure you'll be able to track one down and get a good deal on voicings, the only problem is voicing things like announcing the players health and location can get a little tedious, so a mixture is always the best solution I find.

URL: http://forum.audiogames.net/viewtopic.php?pid=253915#p253915





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Re: Using handles in bgt somewhat confuse me

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


  


Re: Using handles in bgt somewhat confuse me

You're using the same sound object for each drone I'm guessing. I haven't looked at the code yet, but from your description of what's going on it's the first thing that comes to mind.You'll want to stick the sound object into the drone class.so like thisclass drone{sound droneSound;droneSound.load("sounds/drone.ogg");}Then put this in the main loopdrone.droneSound.play();drone.droneSound.pan(position);Position is your drone's position on the board. I'll go ahead and have a look at the code now, sorry if this wasn't the right answer.

URL: http://forum.audiogames.net/viewtopic.php?pid=245172#p245172





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Re: Using handles in bgt somewhat confuse me

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


  


Re: Using handles in bgt somewhat confuse me

Heh, seems your problem was a lot simpler actuallyYou had your values swapped out.pool.play_2d("sounds/drones/1/land.ogg", playerpos, 0, pos, height, false, false);If you replace what you had with that you'll be all set.

URL: http://forum.audiogames.net/viewtopic.php?pid=245174#p245174





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Re: Using handles in bgt somewhat confuse me

2015-12-31 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Using handles in bgt somewhat confuse me

I think a simpler way of defining it is by comparing it to the phrase "that one". Extremely vaigue without some kind of context, like a finger pointing. So the phrase stays the same, but what you're refering to doesn't. So I like that one and pointing to a red honda civic in a line of red honda civics, with the only difference being that this one has 32000 less miles on it than the rest. I think that's a good analogy, Let me know if I'm completely wrong though.

URL: http://forum.audiogames.net/viewtopic.php?pid=244885#p244885





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Re: ideas for grid scanning system?

2015-12-30 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: ideas for grid scanning system?

are you asking how to identify connecting coords after supplying those coords? Or are you asking to search for a specific id in a coord system and then identify all of the connecting coords with the same id

URL: http://forum.audiogames.net/viewtopic.php?pid=244796#p244796





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Re: ideas for grid scanning system?

2015-12-30 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: ideas for grid scanning system?

Well here I'll try and write something up in suto code cause I'll be typing fast and I am sure I'll mess up the syntax or something along the waygim a sec

URL: http://forum.audiogames.net/viewtopic.php?pid=244799#p244799





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Re: ideas for grid scanning system?

2015-12-30 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: ideas for grid scanning system?

Having a hard time concentrating enough to fully flesh out this idea, but basicly you're wanting to create an alternative forloop manually. Here's what I have so far, let me know if it helps or not. idk. Assuming your grid is held in a 2d arrayint[][] grid;void main(){grid.resize(10);for(int x=0; x<10; x++){grid[x].resize(10);}}void checkGrid(int x, int y){int uX=x+1;int dX=x-1int uY=y+1;int dY=y-1;int result=grid[x][y];if(grid[uX][y]==result){}if(grid[dX][y]==result){}if(grid[x]uY]==result){}if(grid[x][dY]==result){}}}int checkSquares(int x, int y){int uX=x+1;int dX=x-1int uY=y+1;int dY=y-1;int result=grid[x][y];if(grid[uX][y]==result){return grid[uX][y];}if(grid[dX][y]==result){return grid[dX][y];<
 br />}if(grid[x]uY]==result){return grid[x][uY];}if(grid[x][dY]==result){return grid[x][dY];}}}It needs a lot more work to get it working, but hopefully it is enough to help you think in another direction. GF is wanting to watch house with me, so sorry. If you haven't figured it out by the time I get some more time I'll pick it back up and post it here.

URL: http://forum.audiogames.net/viewtopic.php?pid=244805#p244805





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Re: Using handles in bgt somewhat confuse me

2015-12-29 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Using handles in bgt somewhat confuse me

You can also use inheritance. Also keep in mind that if you stick a timer object in the robot class, each robot will have its own timer that you can check and reset.

URL: http://forum.audiogames.net/viewtopic.php?pid=244694#p244694





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Re: Using handles in bgt somewhat confuse me

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


  


Re: Using handles in bgt somewhat confuse me

They're a little weird, but if you just play around with them you'll figure it out. The main use I've gotten out of them is when creating object arrays. Seriously, they're useful.Here's an example, maybe it'll be helpful, maybe not.sound@ [] sounds; //Creates an array of sound objects with 0 entries.void main(){show_game_window("Testing handles");do{if(key_pressed(KEY_SPACE)){if(sounds.length()<10)//This will prevent there from being more than 10 entries created in the array.{sounds.insert_last(sound());//Creates a sound object and places it at the end of the array.int entry=sounds.length()-1;//Gives us a variable to reference the last entry so we can load and play it.sounds[entry].load("c:\\windows\\media\\ding.wav");//Load the file into the sound object located within the sounds array.sounds[entry].play_looped();//Plays the sound in a loo
 psounds[entry].pan=-100;//Gives all sounds a base pan of -100;}}for(uint x=0; x

Re: Using handles in bgt somewhat confuse me

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


  


Re: Using handles in bgt somewhat confuse me

They're a little weird, but if you just play around with them you'll figure it out. The main use I've gotten out of them is when creating object arrays. Seriously, they're useful.Here's an example, maybe it'll be helpful, maybe not.sound@ [] sounds; //Creates an array of sound objects with 0 entries.void main(){show_game_window("Testing handles");do{if(key_pressed(KEY_SPACE)){if(sounds.length()<10)//This will prevent there from being more than 10 entries created in the array.{sounds.insert_last(sound());//Creates a sound object and places it at the end of the array.int entry=sounds.length()-1;//Gives us a variable to reference the last entry so we can load and play it.sounds[entry].load("c:\\windows\\media\\ding.wav");//Load the file into the sound object located within the sounds array.sounds[entry].play_looped();//Plays the sound in a loo
 psounds[entry].pan=-100;//Gives all sounds a base pan of -100;}}for(uint x=0; x

Re: Good dedicated servers/vps?

2015-12-23 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Good dedicated servers/vps?

Um, I don't know if this is what you are talking about, but It's capable of sending out TCP and UDP packets. You can choose which to send, you can also set up channels to listen on so you're not getting your UDP backed up or lost due to TCP packets being laggy. If this isn't what you're talking about then excuse me. Anyway, this isn't meant to be a long term thing. It isn't like I'm creating [[wow]] or anything, it's just a little project I have. If it crashes and burns that's fine. I don't really intend on having it up for more than a few months. As far as the VPS and dedicated servers go, I think I'll just try it out on my home connection first since you're saying I'll have pretty shit luck using one. I don't want to have to recode this stuff in another language because I'll feel like I'm making little to no progress. Once I'm finished with this one I might switch to another, but so far I h
 aven't had any issues with it. I need to experience first hand what people are talking about. Sorry, they're not TCP, it calls them reliable and unreliable, but there's a note at the bottom that says all of the communication is donne with UDP.

URL: http://forum.audiogames.net/viewtopic.php?pid=243835#p243835





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Re: Good dedicated servers/vps?

2015-12-23 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Good dedicated servers/vps?

Um, I don't know if this is what you are talking about, but It's capable of sending out TCP and UDP packets. You can choose which to send, you can also set up channels to listen on so you're not getting your UDP backed up or lost due to TCP packets being laggy. If this isn't what you're talking about then excuse me. Anyway, this isn't meant to be a long term thing. It isn't like I'm creating [[wow]] or anything, it's just a little project I have. If it crashes and burns that's fine. I don't really intend on having it up for more than a few months. As far as the VPS and dedicated servers go, I think I'll just try it out on my home connection first since you're saying I'll have pretty shit luck using one. I don't want to have to recode this stuff in another language because I'll feel like I'm making little to no progress. Once I'm finished with this one I might switch to another, but so far I h
 aven't had any issues with it. I need to experience first hand what people are talking about.

URL: http://forum.audiogames.net/viewtopic.php?pid=243835#p243835





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Re: Good dedicated servers/vps?

2015-12-21 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Good dedicated servers/vps?

250 a year isn't bad. If it's a game that everybody enjoys and something people show a genuine interest in I don't mind paying that much. I've optimized the code to require as little traffic as possible, but even so it's still quite a bit. I was only going to run it from my home server for initial testing since I had the extra machine, and to see how well it worked. I don't have t1 or anything, just 50 megs up and 50 down. I did the math, and for it to run without a hitch with it's current packet size and frequency of request, it'd have to be able to transmit at 11.3 kbps, and this is with around 25 peers connected, which is why I thought it would be enough to handle it.

URL: http://forum.audiogames.net/viewtopic.php?pid=243678#p243678





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Good dedicated servers/vps?

2015-12-21 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Good dedicated servers/vps?

So, I have run into a bit of a problem.I was intending to run my game using an old computer I was given. It has a cracked screen, and the people who owned it had no use for it. I got a portable version of NVDA on their, and I can use it, but I can't do a full install which is what I need in order to access the log in dialogue in order to switch users to an administrative one. I need to do this in order to assign a static IP, and adjust the firewall to allow my game to access the net. Now my next option is to find a dedicated server or VPS to host it. I don't know much about them, and my short bout of googling has left me rather warey of them all. I'm unsure of which ones are good, and which ones are bad. If any of you can provide me with some companies that are good then please post here. Thanks. Alternatively, if you have any ideas on how I can get an administrative account loaded on my computer, that would do just as well.The computer doesn'
 t have an HDMI port so I can't have sighted help doing it.

URL: http://forum.audiogames.net/viewtopic.php?pid=243665#p243665





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Knowing your server's capacity

2015-12-16 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Knowing your server's capacity

Is there any way to test how well your server is going to handle large numbers of connections? I only have 4 people on my team so far, and obviously it holds up well, but I'm not sure if it'll be able to handle, say, 40 connections, much less 80. Is there anything I can do to get a good idea of what to expect at those levels? I might be able to have this hosted on a commercial hosting site, but the data flow isn't intense enough for me to really go for that right now, and so it's currently being hosted on my home connection of 50 megs up and 50 megs down. I have a completely seperit machine to host it once I've got it ready for public release, so I don't have to worry about my own computer resources having issues.

URL: http://forum.audiogames.net/viewtopic.php?pid=243037#p243037





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Re: How to check if a class instance has a null value

2015-12-15 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: How to check if a class instance has a null value

Thanks, I figured another way to do what I was trying to do without this, but it's useful to know for the future.

URL: http://forum.audiogames.net/viewtopic.php?pid=242893#p242893





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How to check if a class instance has a null value

2015-12-15 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


How to check if a class instance has a null value

So what's the syntax in bgt to check if a class object has a null value or not? It's not covered in the language tutorial.Here's an example of what I'm trying to doclass object{//bunch of shtuff goes here}object@[] blah;blah.resize(5);void main(){if(blah[0]==null){alert("Booya", "Booya, this entry is null.");}

URL: http://forum.audiogames.net/viewtopic.php?pid=242842#p242842





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Re: Question about class construction, variables, and handles in BGT

2015-12-10 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

Alright. So I have my create account code working. Now I've just got to figure out how to save these accounts and load them later. I know I have to serialize everything, but I'm having a difficult time understanding the process describe in the help files. Maybe I'll have better luck if someone explained it to me.

URL: http://forum.audiogames.net/viewtopic.php?pid=242098#p242098





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Re: Question about class construction, variables, and handles in BGT

2015-12-10 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

NVM, I've figured it out.

URL: http://forum.audiogames.net/viewtopic.php?pid=242127#p242127





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Re: Question about class construction, variables, and handles in BGT

2015-12-09 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

Think you could walk me step by step in that keyIsFull?I'm not able to really follow that without some explination.

URL: http://forum.audiogames.net/viewtopic.php?pid=241915#p241915





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Re: Question about class construction, variables, and handles in BGT

2015-12-09 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

So I've gone through and worked it all out in my head and I believe this solves my problems just fine. The only thing I'm having a hard time deciding is if I want to put my movement code, weapon code, and collision code  in the account class, or if I want to have the functions run forloops with the accounts. From my understanding this problem pretty much equates to deciding if you should write 2+3=5 or 3+2=5. Is there a factor that I'm just not thinking of that would determine which direction I should go with this?

URL: http://forum.audiogames.net/viewtopic.php?pid=241939#p241939





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Re: Question about class construction, variables, and handles in BGT

2015-12-09 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

Alright, I think I understand now. I'll have to experiment with it and see if I run in to any other issues. Thanks for the help.

URL: http://forum.audiogames.net/viewtopic.php?pid=241924#p241924





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Re: Question about class construction, variables, and handles in BGT

2015-12-08 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

It might be helpful down the road, but not what I'm trying to figure out right now. I need the client to be able to send a packet of information to the server, the server will parse that information out into account name and password, then use that account name and password to create an instance of the account class. I can pass the password off as an argument in the constructor, but I don't know how to make the actual handle vary with each new packet.This is what I want to happen.//client codevoid ClientCreateAccount(){//send a username and password to the server with the word createaccount in front of them.}//server codevoid main(){do{if(network.type=="receive& contains "createaccount"){//parse out the packet for the username and password into variables called username and password respectively.account username(password);}while(!ke
 y_pressed(KEY_ESCAPE);}This is just suto code, I know I'm missing some stuff in the above code, but should be enough to give you a better idea of what I'm trying to do.

URL: http://forum.audiogames.net/viewtopic.php?pid=241911#p241911





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Question about class construction, variables, and handles in BGT

2015-12-08 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Question about class construction, variables, and handles in BGT

Alright, so currently I'm working on getting account code set up for my game.However I'm having an issue coming up with a way for my server to call my account class and assign that account with a unique name. The following piece of code might explain my predicament better.string accountname="john";class account{//account code goes here.}void maine(){account accountname;}For the idea I have to work, accountname needs to be seen as a variable, rather than an actual name. The result I want from the above code is to end up with an account class called john if that isn't clear. I haven't tried implementing this idea into my code yet because I'm almost certain it will fail. I think I might be able to use it as a handle like so though.string accountname;class account{//account code goes here.}void maine(){account @accountname;}
 However, I'm not too familiar with using handles, so again I'm almost certain this won't work.If anybody has any suggestions on how to make this work, I'd appreciate it.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=241886#p241886





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event.message not working as expected

2015-12-06 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


event.message not  working as expected

So, I've the following bit of code written in bgt.if(event.type==event_receive){tone.play();voice.speak(event.message);if(event.message=="1"){force_key_down(KEY_SPACE);}}The first if statement is triggering fine for me, but the second one is not. I've tried removing the quotes and it's still the same result. Am I doing something wrong here?This is the network object in BGT.

URL: http://forum.audiogames.net/viewtopic.php?pid=241432#p241432





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Re: event.message not working as expected

2015-12-06 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: event.message not  working as expected

Alright, so I feel kind of stupid. This was working as intended, however for some odd reason my debugging code wasn't working right, have since fixed it.

URL: http://forum.audiogames.net/viewtopic.php?pid=241495#p241495





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Re: A chat client I made in bgt

2015-12-06 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: A chat client I made in bgt

NVM, I figured it out. Problem I was having was not setting up the client, and had to port forward.

URL: http://forum.audiogames.net/viewtopic.php?pid=241415#p241415





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Re: A chat client I made in bgt

2015-12-05 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: A chat client I made in bgt

Hey Lucas1853, as this is really the only working example of bgt's networking object I can find, I was hoping you would be willing to sit down with me and explain it to me? I understand basic networking and what needs to happen in order for everything to work, but I'm unsure as to what steps to do where and the reasons as to why. My Skype is alexander16262 and I'd appreciate it if you got in contact with me, thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=241328#p241328





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Re: A chat client I made in bgt

2015-12-05 Thread AudioGames . net ForumDevelopers room : sneak via Audiogames-reflector


  


Re: A chat client I made in bgt

Alright so I'm pretty sure I can work out my problems by using the documentation, but one thing I'm not finding is how to set your server's IP info, how do I find what that is, and how do I change it?

URL: http://forum.audiogames.net/viewtopic.php?pid=241350#p241350





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