Re: Implementing Real World Maps in our software and games

2018-12-31 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Re: Implementing Real World Maps in our software and games

@SLJ, I'm not the developer of Eurofly, This is another Stefan, and we're both from different countries, altough we live on the same continent.If I were that Stefan, I wouldn't have asked this on here. lol

URL: http://forum.audiogames.net/post/402198/#p402198




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Implementing Real World Maps in our software and games

2018-12-27 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Implementing Real World Maps in our software and games

Hi everyone,The topic might say it all, but I've been thinking I'd be nice to   develop a bit what I mean.Let's say that we want to build a life sim, a train sim or whatever involves the use of a real world map or anything similar.Let's take the train sim for example, which has been talked about in other topics.If you don't import any real maps, you'd have to build the tracks by yourself, station by station, city by city, so you have to add every new location manually.Look at Eurofly instead. With the geonames or Open Street Maps imported, all you have to do is to go to the X and Y coordinates, and as a developer you can set the wanted airport on that place. Also, if you wanna go from place X to place Y, the distance and everything is calculated automatically, since everything is already placed on the map and you don't have to add everything manually when you are coding.My question might sound a bit  too complicated, but still: How do you think implementing that geonames thing work? I mean, when you  import these geographic files into your software, do they look like a map already, with the distances between locations already calculated and so on? I'm asking this because if we look at Eurofly, we have the map of the entire world, and it's way too huge, with all the villages and towns, so it might be impossible for a developer to do all this.I'm really curious how this entire  thing work, and what do you think is better? Adding a map and then working on it, or adding the locations one by one, which it might be quite tricky in my opinion, especially if you wanna do a Train Sim for example, and you'd like to cover some specific countries etc.I hope I've explained it well.Thanks in advance

URL: http://forum.audiogames.net/post/401248/#p401248




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Re: Trying to understand the sound_pool metod

2018-04-06 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Re: Trying to understand the sound_pool metod

Allright, so it seems the sound pool is not very compatible with... my way of working so I've decided to skip it. My question is, does anyone know  any metod for positioning the sound in relation with the player? For example, I have the enemy and the player on a  side scroller map, and I want the enemy to be heard left, center or right in relation to the player.Also, please, any tricks for the sounds not to be cut anymore when another one is plaied? When the enemy attacks, my footsteps aren't heard anymore  until the attack ends.

URL: http://forum.audiogames.net/viewtopic.php?pid=358503#p358503




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Trying to understand the sound_pool metod

2018-04-04 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Trying to understand the sound_pool metod

Hi, everyoneI tried to use the sound_pool metod in |BGT, but I always get lost somewhere  between the code lines.The problem is that I don't  understand very well what happens there all the time. I'll put the part of the code from the helper layer in BGT, along with something I tried to make, and I hope someone could explain step by step what happens in the code step by step in order to understand it  somehow. When I put a new  sound, for example a step for another terrain, do I have to repeat the procedure, putting again the max distance etc etc?Is there an easier alternative than what I've posted here?Thanks in advance, code below.sound_pool step1;const string sound_extension=".wav";void main(){step1.max_distance=70;for(int counter=1; counter<15; counter++){step1.play_1d("Sounds/sound"+counter+sound_extension, 0, random(0, 20), true);}Here comes a while with some  conditions, includingif(key_pressed(KEY_LEFT)){x--;sound_environment.play_stationary("sounds/steps/"+step+sound_extension, false);sound_environment.update_listener_1d(x);}if(key_pressed(KEY_RIGHT)){x++;sound_environment.play_stationary("sounds/steps/"+step+sound_extension, false);sound_environment.update_listener_1d(x)}

URL: http://forum.audiogames.net/viewtopic.php?pid=358191#p358191




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Trying to understand the sound_pool metod

2018-04-04 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Trying to understand the sound_pool metod

Hi, everyoneI tried to use the sound_pool metod in |BGT, but I always get lost somewhere  between the code lines.The problem is that I don't  understand very well what happens there all the time. I'll put the part of the code from the helper layer in BGT, along with something I tried to make, and I hope someone could explain step by step what happens in the code step by step in order to understand it  somehow.sound_pool step1;const string sound_extension=".wav";void main(){step1.max_distance=70;for(int counter=1; counter<15; counter++){step1.play_1d("Sounds/sound"+counter+sound_extension, 0, random(0, 20), true);}Here comes a while with some  conditions, includingif(key_pressed(KEY_LEFT)){x++sound_environment.play_stationary("sounds/steps/"+step+sound_extension, false);sound_environment.update_listener_1d(x);}if(key_pressed(KEY_RIGHT)){x++;sound_environment.play_stationary("sounds/steps/"+step+sound_extension, false);sound_environment.update_listener_1d(x);

URL: http://forum.audiogames.net/viewtopic.php?pid=358190#p358190




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BGT dilemma

2018-02-03 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


BGT dilemma

Hi, everyone.While I was playing with BGT a little, and wanted to implement something, I've realised that I have no idea how to do it.To be honest, I have more ideas of ways to implement what I want, but I'm not sure at all what to do... I'll explain bellow what I'm doing.So, I've created a menu with several characters where you can choose from.If you choose a character, the string character will get a particular name, and depending on what character you have chosen, it will perform different actions, if you press A, S, or D keys on the keyboard.Because each character has different skills and techniques, I made a function which is checking what character you have, as a result, each character will perform his specific action.The problem is that I know how to make it work if I'm using just one key, and each character has just one skill.But, what to do if each character is having 3 assigned key, so in short, 3 uniques skills?I'll let you know what I made so far below.void lupta(){while(true){if(key_pressed(KEY_A)){character_checking();}if(key_pressed(KEY_S)){character_checking();}void character_checking(){if(character=="Michael"){fighter.play_wait();fighter1.play();}As you can see, I put in the code only one technique, but my character has 3 skills by pressing A, S, D, and I have 3 or 4 different characters with their own skills.How to make the program to check it properly in the easiest way properly?Should I use classes, or what metod would you recommend?If it would have be using just one skill for each character, so, just one key, it would be really easy.But now, with multiple characters and each one having 3 different skills, I really don't know how to make the script to check the character when I'm pressing the above mentioned keys.Sorry that the post is the long, but I wanted to explain it as detailed as I call, although I'm sure it will need more explaination later.Hope to get some info about this issue.Thanks in advance.

URL: http://forum.audiogames.net/viewtopic.php?pid=350714#p350714





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Re: making accessable fast food simulation game

2018-01-28 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Re: making accessable fast food simulation game

Can you please stop asking this over and over again. No one is forced to make games right at the time you wish, considering the fact the game is going to be free.Just be patient, it will be released when everything is ready.

URL: http://forum.audiogames.net/viewtopic.php?pid=349761#p349761





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Re: Help needed with the sound pool class in bgt

2017-06-05 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Re: Help needed with the sound pool class in bgt

Thank you very much for your explaination.I still have two more questions.1. Do I have to write play_sound_2d over and over again when using this metod? For exampleif(key pressed(KEY_UP){x++play_sound_2d etc etc etc)}Or I simply put the sound like you did and that's all?2. I've plaied with sound_positioning for some time, and everything's going quite well.I have one issue though. I have no idea how to make a sound to be heared in the center for more time while walking.Let's say I placed a river somewhere on the map. When using sound_positioning, the river can be heared just on the square where is placed, then if you move, the sound starts decreasing.What I want to do, is to make that river hear in the center let's say for 10, 20 squares.What method would you advise me to use?

URL: http://forum.audiogames.net/viewtopic.php?pid=313961#p313961





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Help needed with the sound pool class in bgt

2017-06-05 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Help needed with the sound pool class in bgt

Hello,I am really confused with the sound pool thing in BGT. Could someone explain why is better to use it instead of using the ordinary sound play metod? Which are the advantages? And also, could someone make a small code example and comment it? I'm really confused about it, and a better explaination would be really, really appreciated.Thank you in advance

URL: http://forum.audiogames.net/viewtopic.php?pid=313940#p313940





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Advice onUsing multiple screenreaders in a BGT script

2016-12-25 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Advice onUsing multiple screenreaders in a BGT script

Hey everyone,I was wondering how all you do  to make the bgt scripts work both with NVDA and Jaws screen readers?Let's say that I have a script, and the messages for the script should be verbalised for both NVDA and Jaws.Is there another way instead of writting for both of them: screen_reader_speak-interrupt(JAWS), or (NVDA)?I know there should  be something that makes the  things a bit easierFor example, if I want to do the following:screen_reader_speak_interrupt(JAWS, "Hello);If I want the same file to work with NVDA, I should write a similar line below, but instead of JAWS, to type NVDA...Can anyone help with some advice? Thanks in advance.

URL: http://forum.audiogames.net/viewtopic.php?pid=290938#p290938





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Advice onUsing multiple screenreaders in a BGT script

2016-12-25 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Advice onUsing multiple screenreaders in a BGT script

Hey everyone,I was wondering how all you do  to make the bgt scripts work both with NVDA and Jaws screen readers?Let's say that I have a script, and the messages for the script should be verbalised for both NVDA and Jaws.Is there another way instead of writting for both of them: screen_reader_speak-interrupt(JAWS), or (NVDA)?I know there should  be something that makes the  things a bit easier

URL: http://forum.audiogames.net/viewtopic.php?pid=290938#p290938





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Re: Creating a save file in BGT

2015-06-14 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Re: Creating a save file in BGT

This is the same for menus?I have a cortyard where you move with arrow keys, and I have also some other locations like bedroom, kitchen which are menu based, and there you can change some variables as well.Sorry if some of those questions sounds stupid, but Im not very experienced in programming, and Im making it just for fun in my free time.

URL: http://forum.audiogames.net/viewtopic.php?pid=219928#p219928




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Re: Creating a save file in BGT

2015-06-13 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Re: Creating a save file in BGT

Hi, Sam. Thank you very much for the dictionary metod, it works really fine. I have one problem though.When I select the option load a saved game, my data wont load, and my script simply closes.In the menu code, I wrote something like:if(menu_result==2){load_data();}Does someone know which the problem could be?

URL: http://forum.audiogames.net/viewtopic.php?pid=219831#p219831




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Re: Creating a save file in BGT

2015-06-13 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Re: Creating a save file in BGT

Hi, Sam. Thank you very much for the dictionary metod, it works really fine. I have one problem though.When I select the option load a saved game, my data wont load, and my script simply closes.In the menu code, I wrote something like:if(menu_result==2){load_data();}Does someone know which the problem could be? Should I do something in order to load my... last used function or something like that?If I write in the following wayif(menu_result==2){load_data();courtyard();}Now, the function will load, and Im on the coordinates where I saved the script last time.But I want when I load the script, if I save in library for example, I want to be in library, not in the courtyard, or out of the scriptOr its really necessary to write this if at every function, and then write load_data();, followed by another line with the function name where I saved the game?Sorry if it might sound a bit crazy, but I wanted to describe my problem and what I want to do as detailed as I could.

URL: http://forum.audiogames.net/viewtopic.php?pid=219831#p219831




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Creating a save file in BGT

2015-06-11 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Creating a save file in BGT

Hi everyone,Id like to know how I can make a save file in BGT.I have a script where the variables might change, and Id like to have them saved, when I open the script again for example, I want the location, the city and the name to be exactly as Ive set them when Ive opened the script for the first time.I hope Ive explained it well.Thanks in advance.

URL: http://forum.audiogames.net/viewtopic.php?pid=219657#p219657




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Re: Let's code!

2015-05-25 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


Re: Let's code!

stefan.ilioa...@gmail.com

URL: http://forum.audiogames.net/viewtopic.php?pid=217709#p217709




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creating an inventory in BGT

2015-05-03 Thread AudioGames . net ForumDevelopers room : stefan_ilioaica via Audiogames-reflector


  


creating an inventory in BGT

Hi, guys.As the title of this topic says, Id like to know how to make an inventory in BGT. All I know is that it should be made likea menu.But, my problem is adding the items in it. Lets say, for example, I buy a knife, a pizza and an ice-cream. How I can make these itmes to appear in my inventory? Ive thought at a lot of things, but nothing comes to my mind to help me in this problem.Can someone explain me a bit and give an example as well?All that Id like to know is how do you make these itmes, which could be a tousand different kins of items, to appear in your inventory when you buy, pick up or stal them for somewhere for example.I hope Ive explained it well... Im not an expert in BGT, I can work with the menus, string and int variables, and I can combine them to make something... playable. But I really dont know how to use all those things together to make a nice inventory.

URL: http://forum.audiogames.net/viewtopic.php?pid=214691#p214691




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