Re: Java IDE Accessibility

2021-03-12 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Java IDE Accessibility

@1 I'm using IntelliJ with NVDA, I installed the community version and it just workedout of the box. I found some issues with the debugger but the editor itself is very accessible.

URL: https://forum.audiogames.net/post/622232/#p622232




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Re: Java Accessibility Query regarding Custom States

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


  


Re: Java Accessibility Query regarding Custom States

@1 I tried to do the same thing, and the conclusion I reached was the same as you, the states are hardcoded into NVDA, and if you create a new one it will ignore it because it can't translate it to a NVDA state, even though it's being sent from the access bridge.If you want to fix it with a state, you'll need to use a state that NVDA can translate, you can see a list of translatable states on this file https://github.com/nvaccess/nvda/blob/m … _init__.pyOn this file there's a variable JABStatesToNVDAStates that contains the translatable states.Hope it helps a bit.

URL: https://forum.audiogames.net/post/621687/#p621687




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Re: Extended PEMDAS.

2021-02-28 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Extended PEMDAS.

You can also use eval to evaluate an _expression_, but please validate your input to see if it contains only numbers because if you're not careful it can run untrusted code.For example:>>> eval('2 * 3')6

URL: https://forum.audiogames.net/post/618928/#p618928




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Re: how to get JDK 8 & JRE 8 with out having to make an oracle account

2021-02-24 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: how to get JDK 8 & JRE 8 with out having to make an oracle account

You can download it from AdoptOpenJDK ( https://adoptopenjdk.net/ ).

URL: https://forum.audiogames.net/post/617896/#p617896




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Re: A very interesting thing that happens to me

2021-02-06 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: A very interesting thing that happens to me

Some antivirus programs, when you open their interface, show a description of why the file was deleted. I don't remember if Windows Defender has this feature, but it would be worth to see if it has written something about why it deleted the file (the virus name, description, etc).

URL: https://forum.audiogames.net/post/613240/#p613240




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Re: trying to solidify my understanding of coding concepts, and failing

2021-01-22 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: trying to solidify my understanding of coding concepts, and failing

@5 Think the main body of the player class is the same idea as the top of your script, you can put only variables on it. To put instructions, you need functions, like "main" or the player's constructor.If you want to load the footsteps on the player class, you're right, you need the constructor, since you can put instructions only in a function.

URL: https://forum.audiogames.net/post/608713/#p608713




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Re: 2MB Game engine in the works -- any beta testers?

2021-01-22 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: 2MB Game engine in the works -- any beta testers?

There's also Love2d (https://love2d.org/) which is also based on Lua and seems a bit more mainstream.

URL: https://forum.audiogames.net/post/608646/#p608646




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Re: trying to solidify my understanding of coding concepts, and failing

2021-01-22 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: trying to solidify my understanding of coding concepts, and failing

Yes, this example is a good way to apply the concepts you learned abouthandles. I'll make a example, let me know if you understood it, or if you became confused so I can explain it another way.In this example, we'll create a function to play a random footstep. Why we'll use handles? Because if we use normal variables, each time we reference the footstep on the function, BGT will make a copy of the sound we referenced. And with a handle, you can prevent this copy and work with the original variable.On the top of your script, you'd create a variable for each footstep:sound step_1, step_2, step_3;In your main function, you'll load each step sound separately, and in your move function, you could do something like this:class player {void move()    {    sound @step_sound;    int r;    // Generate a random number to select which step you want to play    r = random(1, 3);    if (r == 1)        @step_sound = @step_1;    else if (r == 2)        @step_sound = step_2;    else        @step_sound = @step_3;    step_sound.play(); // Equivalent to step_1.play() or the others, since the andle is a reference to the step chosen}Hope it helps a bit.Edit: another thing you could ask is why I didn't put step_1.play(), step_2.play() and step_3.play() on the ifs. This could work, but if you add more code for the steps, you'd need to copy the code in 3 places. With the handle, you can have it in a single place.

URL: https://forum.audiogames.net/post/608638/#p608638




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Re: trying to solidify my understanding of coding concepts, and failing

2021-01-22 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: trying to solidify my understanding of coding concepts, and failing

Yes, this example is a good way to apply the concepts you learned abouthandles. I'll make a example, let me know if you understood it, or if you became confused so I can explain it another way.In this example, we'll create a function to play a random footstep. Why we'll use handles? Because if we use normal variables, each time we reference the footstep on the function, BGT will make a copy of the sound we referenced. And with a handle, you can prevent this copy and work with the original variable.On the top of your script, you'd create a variable for each footstep:sound step_1, step_2, step_3;In your main function, you'll load each step sound separately, and in your move function, you could do something like this:class player {void move()    {    sound @step_sound;    int r;    // Generate a random number to select which step you want to play    r = random(1, 3);    if (r == 1)        @step_sound = @step_1;    else if (r == 2)        @step_sound = step_2;    else        @step_sound = @step_3;    step_sound.play(); // Equivalent to step_1.play() or the others, since the andle is a reference to the step chosen}Hope it helps a bit.

URL: https://forum.audiogames.net/post/608638/#p608638




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Re: The Synthizer Thread

2021-01-04 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: The Synthizer Thread

You can check the OGG support status on this issue ( https://github.com/synthizer/synthizer/issues/37 ), where I'm tracking it.In summary, the OGG decoder is implemented, but at the moment though stb_vorbis has a bug that makes it unable to load some files. There have some pull requests on the upstream stb_vorbis repository but they haven't been merged yet so the pull request for the OGG support in Synthizer needs to wait until this is resolved.

URL: https://forum.audiogames.net/post/604233/#p604233




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Re: using a dll in c#?

2020-12-07 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: using a dll in c#?

For the CSC compiler, you can add a reference using the /reference: command line switch, for example:csc /reference:TolkDotNet.dll program.csWill compile program.cs referencing the TolkDotNet.dll library.

URL: https://forum.audiogames.net/post/596370/#p596370




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Re: python wrapper for windows media player?

2020-06-27 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: python wrapper for windows media player?

If you are using wx, try this https://wxpython.org/Phoenix/docs/html/ … index.html

URL: https://forum.audiogames.net/post/546147/#p546147




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Re: python socket host='localhost' vs host=socket.gethostbyname(socket.geh

2020-06-26 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: python socket host='localhost' vs host=socket.gethostbyname(socket.geh

@13 No because if you run this code you'll get the IP address of the client. You will need to embed the servers' IP address on the code or get it somewhere if it will change frequently.Put it another way, you can't get the IP address of the VPS if you don't know even where it is.

URL: https://forum.audiogames.net/post/545727/#p545727




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Re: python socket host='localhost' vs host=socket.gethostbyname(socket.geh

2020-06-26 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: python socket host='localhost' vs host=socket.gethostbyname(socket.geh

@8 If you s.bind(('localhost', 12345)) the server will only listen for connections on its loopback interface (only for internal machine use).If you need to allow external clients to connect then you will want the s.bind(('', 12345)) version as it means to listen for connections on all IP addresses the server has available.

URL: https://forum.audiogames.net/post/545722/#p545722




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Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

2020-05-12 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

@18 Maybe this can help a bit:https://stackoverflow.com/questions/180 … e-fake-inpThe libraries I use come directly from NVDA remote, so the API to get the key events from the network is the same.

URL: https://forum.audiogames.net/post/528538/#p528538




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Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

2020-05-11 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

@16 You'll have speech when you install the plugin. This plugin is for the graphical interface. For pure console usage you can use a Virtualbox serial port but you don't need to do this to install Ubuntu Mate as it works through the graphical interface.

URL: https://forum.audiogames.net/post/528388/#p528388




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Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

2020-05-11 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

@14 If you know how to implement it, feel free to make a fork and I will incorporate your changes.@13 It is possible (tested on Ubuntu Mate live, but more distros can work).Here are the instructions:1. Make an Ubuntu mate Virtualbox virtual machine and boot from it.2. Start orca on the installer and select the "try Ubuntu Mate" option.3. Create an NVDA Remote local server so Orca can speak to it.4. On the live system, Start up the terminal and enter these commands:wget https://github.com/thgcode/orca-remote/ … master.zipunzip master.zipcd orca-remote-master./install your_nvda_remote_address your_nvda_remote_port your_nvda_remote_keyNote: you may need to adjust these commands because I'm writing from memory.5. If all goes well, replace Orca by pressing alt-f2 and entering orca --replace on the run dialog.Orca should connect to NVDA Remote and speak from there.

URL: https://forum.audiogames.net/post/528379/#p528379




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Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

2020-05-10 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

@5 Thank you for the advice. I will consider this when the plugin gets more stable. I will need to learn how to make a GUI for it also as the installation process is console based and not too easy.

URL: https://forum.audiogames.net/post/527973/#p527973




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Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

2020-05-10 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

@6 You can install it through the terminal, however I need to get remote keyboard working so it can send keys to the VPS.At the moment I only tested it with virtual machines. You can install it on a live system for example and use Orca and NVDA Remote from there.

URL: https://forum.audiogames.net/post/527968/#p527968




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Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

2020-05-10 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

Hello people.I updated the repository to fix a bug that NVDA wasn't spelling words using the left and right arrow keys.To update your plugin, run the install script again and it will update the installed copy.

URL: https://forum.audiogames.net/post/527834/#p527834




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Orca Remote: an Orca plugin that makes it work with NVDA Remote

2020-05-09 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Orca Remote: an Orca plugin that makes it work with NVDA Remote

Hello people.This is a plugin to make NVDA Remote and Orca work together, as the sound delay on Windows hosted virtual machines is not acceptable to use a screen reader correctly.Please read all the instructions on the Github page before doing anything.This is alpha software. I pushed this to git when I thought it was stable but it might crash Orca.https://github.com/thgcode/orca-remoteEnjoy, and please report any bugs you find.

URL: https://forum.audiogames.net/post/527487/#p527487




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Re: For all who own discord servers with bots on them

2020-04-10 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: For all who own discord servers with bots on them

I've coded a bot to send the messages written on the server to my NVDA and to make a sound when someone writes, though it's a hack to try to fix some of the accessibility bugs before Discord fixes it.To create a bot, you may need sighted help to get some of the things on the creation process accessible, which ones I don't remember right now because I created the bot some time ago.

URL: https://forum.audiogames.net/post/517979/#p517979




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Re: C input?

2020-02-08 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: C input?

@1 If you don't know how to use pointers yet you can use a global variable, as your problem is returning 2 values and in the getIntInput function return if scanf succeeded or not, like this:Before the main function:int got_number;And after all the other functions:/* Returns 0 if your number couldn't be read or 1 if it was read correctly. */int getIntInput()    {    char term;    printf("Enter your number.");    if(scanf("%d%c", _number, ) != 2 || term != '\n')        {        return 0; /* scanf failed */    }    else        {        return 1; /* Number was read correctly */    }}Now, you could use your function as follows:if (getIntInput() && got_number == 1) /* User entered the numbercorrectly and it was 1 */Hope it helps and it makes sense for you. If not feel free to ask again.

URL: https://forum.audiogames.net/post/499715/#p499715




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Re: Accessing of applications on Linux with Java

2019-10-06 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Accessing of applications on Linux with Java

@3 There's Java ATK wrapper ( https://github.com/GNOME/java-atk-wrapper ) that translates Java GUI events to the at-SPI interface that Orca can communicate with.In theory if you install Java ATK wrapper it might be possible to read Swing Java GUIs.

URL: https://forum.audiogames.net/post/466510/#p466510




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Re: shortcut function calls in bgt

2019-07-27 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: shortcut function calls in bgt

@12 I didn't test this, but according to this question https://stackoverflow.com/questions/144 … ring-java, in Java, assuming that arr[i] is a string and the method is in the same class, you can do:getClass().getMethod(arr[i]).invoke(this);

URL: https://forum.audiogames.net/post/451557/#p451557




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Re: shortcut function calls in bgt

2019-07-27 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: shortcut function calls in bgt

For calling a single function in BGT, it's almost the same thing, replace & with @ and typedef with funcdef and the proper syntax.In Python these things are much easier. For calling a function as a string we can use the getattr function:>>> import operator>>> getattr(operator, "add")(2, 2)4Replace "add" with a variable and you can call any function present in the operator module.It's insecure, though.

URL: https://forum.audiogames.net/post/451449/#p451449




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Re: shortcut function calls in bgt

2019-07-27 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: shortcut function calls in bgt

@2 It's possible, but not easy./* A simple example to demonstrate calling a function through an array */funcdef int calculate_operation(int num1, int num2); /* Define the signature of the functions that will be in our array */int add(int a, int b)    {    return a + b;}int sub(int a, int b)    {    return a - b;}void main()    {    calculate_operation @[]operations = {add, sub};    alert("Adding 2 and 2", operations[0](2, 2)); /* Calls the add operation */    alert("Subtracting 2 and 2", operations[1](2, 2)); /* Calls the sub operation */}In this example, if we can call functions inside an array and if we define a function to map strings to their calculate_operation handles or use a dictionary, we can call functions by name.For example, if we map "add" to array position 0, we can now add two numbers.

URL: https://forum.audiogames.net/post/451416/#p451416




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Re: Programming languages for audio game development

2019-06-27 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Programming languages for audio game development

See https://forum.audiogames.net/topic/2868 … oping-faq/ , maybe it could help a bit. It would be nice if everyone could edit the post to add instructions for other programming languages.

URL: https://forum.audiogames.net/post/68/#p68




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Re: Something i didn't understand

2019-06-05 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Something i didn't understand

The <10 part completes the text adding spaces to the right while it doesn't reach 10 characters.So if you have a string ("abcd" for example) it will become "abcd      " because abcd has 4 characters and 6 are left to complete the 10 remaining characters specified in the format.Edit: you can have the same effect by using the ljust function:"abcd".ljust(10) will return "abcd      "

URL: https://forum.audiogames.net/post/438838/#p438838




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Re: Something i didn't understand

2019-06-05 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Something i didn't understand

The <10 part completes the text adding spaces to the right while it doesn't reach 10 characters.So if you have a string ("abcd" for example) it will become "abcd      " because abcd has 4 characters and 6 are left to complete the 10 remaining characters specified in the format.

URL: https://forum.audiogames.net/post/438838/#p438838




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Re: Something i didn't understand

2019-06-05 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Something i didn't understand

The >10 part completes the text adding spaces to the left while it doesn't reach 10 characters.So if you have a string ("abcd" for example) it will become "      abcd" because abcd has 4 characters and 6 are left to complete the 10 remaining characters specified in the format.

URL: https://forum.audiogames.net/post/438838/#p438838




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Re: Another question about pythonic syntax, yea!

2019-06-05 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Another question about pythonic syntax, yea!

Here's another way to generate the same list. It may be more useful if you have a big list or if you have a big function to filter the elements.x = [1,2,3,4,5,6,7,8,9,3,3,4,5,4,3]y = filter(lambda value: value != 3, x)The filter function works calling the first parameter passed to it (the lambda function in this case). The lambda function returns true if x is not equal to 3. If it's 3, the lambda function returns false and filter won't include it in the new iterator.

URL: https://forum.audiogames.net/post/438827/#p438827




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Re: Would you ever wanna use both BGT and Python?

2019-05-07 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Would you ever wanna use both BGT and Python?

@13 It's possible, but not practical. A very big workaround would be needed to do this with BGT's library object. If you use C between Python and BGT, things get easier, but only a bit.However, I agree with @12. I would only use this if I had a big BGT project and I needed to add more features that weren't possible with BGT.

URL: https://forum.audiogames.net/post/431986/#p431986




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Re: Would you ever wanna use both BGT and Python?

2019-05-07 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Would you ever wanna use both BGT and Python?

@13 It's possible, but not practical. A very big workaround would beneeded to do this with BGT's library object. If you use C between Python and BGT, things get easier, but only a bit.However, I agree with @12. I would only use this if I had a big BGT project and I needed to add more features that weren't possible with BGT.

URL: https://forum.audiogames.net/post/431986/#p431986




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Re: Would you ever wanna use both BGT and Python?

2019-05-06 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Would you ever wanna use both BGT and Python?

Here's a short example for those wanting to use BGT and Python together.const string script = "import win32api\nwin32api.MessageBox(0, \"Hello from Python\", \"Hello\", 0)";void main()    {    library python;    python.load("python37.dll");    python.call("void Py_Initialize();");    python.call("int PyRun_SimpleStringFlags(char *, int);", script, 0);    python.call("void Py_Finalize();");    python.unload();}

URL: https://forum.audiogames.net/post/431866/#p431866




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Re: A question about reasons... think before posting

2019-04-30 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: A question about reasons... think before posting

As much as I like other programming languages, for me what makes me not to drop BGT is its executable (and the program's size too) and9. BGT has a very simple and easy to use audio engine.Yes, there are other audio engines much better than bgt's one, but they are morecomplex to use or lack functionality, like in Pygame a pitch function. Phillip managed to just get it right, making it simple so that everyone could understand it and use it correctly.

URL: https://forum.audiogames.net/post/430385/#p430385




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Re: Getting started developing FAQ

2019-04-28 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Getting started developing FAQ

Thank you for your additions. I edited the first post to add these libraries. Also, if you want to add another question or remove something, feel free to include it and I will edit the first post.

URL: https://forum.audiogames.net/post/429830/#p429830




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Getting started developing FAQ

2019-04-28 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Getting started developing FAQ

I often see people in this forum wanting to learn to code and don't knowing how to start, so I decided to create this topic to centralize the information we have.For this topic, I researched in actual topics what advice people gave and tried to compile the most recent of it here. Feel free to add or edit things.1. Which Language Should I Start With?Looking at the last posts, it seems the most used programming languages for audiogame development are Python and BGT.Magurp244 wrote in this post https://forum.audiogames.net/topic/2737 … ke-a-game/ :Its important to keep in mind that what language you choose initially doesn't really matter, as all languages share certain similarities, so learning one languagemakes learning others easier.For what its worth I would recommend starting with Python, as its versatile, easy to use, has lots of documentation, and there are plenty of people around who haveexperience with it who can answer any questions you may have.For BGT, Trajectory wrote in the same post:I'm sure you've heard of BGT; it's a tool for programming audio games.While it might not be the most current technology anymore, it's a great place to start. It's packed full of documentation designed for people who have never written a line of code in their lives.2. Which resources are available to learn these programming languages?For BGT, there is a manual that teaches from the basic programming concepts to the advanced ones, and explains how to use the functions that it provides.Trajectory wrote in the post linked earlier:There are resources online like code academy, which will give you specific exercises to help you learn programming concepts.For Python, magurp244 wrote in this post https://forum.audiogames.net/topic/2741 … -to-start/ the following:Some good books are:Dive Into Pythonhttps://www.cmi.ac.in/~madhavan/courses … index.htmlHow To Think Like A Computer Scientisthttp://openbookproject.net/thinkcs/python/english3e/or the Python Practice Bookhttps://anandology.com/python-practice-book/index.html3. What libraries are available for audio game development?For Python, according to the post linked earlier, Pygame and Pyglet are used for audio and key handling and Tolk is used for screen reader output.However, there are more options. Amerikranian wrote in this post:Most people use accessible output 2, another lib for communication between the app and the screen reader. However, Tolk maybe easier to set up and get going with, as it comes with everything you need. AO2 on the other hand doesn't, and may give strange errors that are misleading.For python, sound lib is popular for sound, as well as Open Al, though the second one can be more interesting to get going with.Lucas1853 also wrote:For GUI, wxpython is usually used in Python. While that might (might) not be relevant to your game development, if you're looking into application development as well it is a good library to use.As bgt is a toolkit especially designed for audio game development, no other libraries are required.

URL: https://forum.audiogames.net/post/429702/#p429702




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Getting started developing FAQ

2019-04-28 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Getting started developing FAQ

I often see people in this forum wanting to learn to code and don't knowing how to start, so I decided to create this topic to centralize the information we have.For this topic, I researched in actual topics what advice people gave and tried to compile the most recent of it here. Feel free to add or edit things.1. Which Language Should I Start With?Looking at the last posts, it seems the most used programming languages for audiogame development are Python and BGT.Magurp244 wrote in this post https://forum.audiogames.net/topic/2737 … ke-a-game/ :Its important to keep in mind that what language you choose initially doesn't really matter, as all languages share certain similarities, so learning one languagemakes learning others easier.For what its worth I would recommend starting with Python, as its versatile, easy to use, has lots of documentation, and there are plenty of people around who haveexperience with it who can answer any questions you may have.For BGT, Trajectory wrote in the same post:I'm sure you've heard of BGT; it's a tool for programming audio games.While it might not be the most current technology anymore, it's a great place to start. It's packed full of documentation designed for people who have never writtena line of code in their lives.2. Which resources are available to learn these programming languages?For BGT, there is a manual that teaches from the basic programming concepts to the advanced ones, and explains how to use the functions that it provides.Trajectory wrote in the post linked earlier:There are resources online like code academy, which will give you specific exercises to help you learn programming concepts.For Python, magurp244 wrote in this post https://forum.audiogames.net/topic/2741 … -to-start/ the following:Some good books are:Dive Into Pythonhttps://www.cmi.ac.in/~madhavan/courses … index.htmlHow To Think Like A Computer Scientisthttp://openbookproject.net/thinkcs/python/english3e/or the Python Practice Bookhttps://anandology.com/python-practice-book/index.html3. What libraries are available for audio game development?For Python, according to the post linked earlier, Pygame and Pyglet are used for audio and key handling and Tolk is used for screen reader output.However, there are more options. Amerikranian wrote in this post:Most people use accessible output 2, another lib for communication between the app and the screen reader. However, Tolk maybe easier to set up and get going with,as it comes with everything you need. AO2 on the other hand doesn't, and may give strange errors that are misleading.For python, sound lib is popular for sound, as well as Open Al, though the second one can be more interesting to get going with.Lucas1853 also wrote:For GUI, wxpython is usually used in Python. While that might (might) notbe relevant to your game development, if you're looking into application development as well it is a good library to use.As bgt is a toolkit especially designed for audio game development, no other libraries are required.

URL: https://forum.audiogames.net/post/429702/#p429702




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Getting started developing FAQ

2019-04-27 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Getting started developing FAQ

I often see people in this forum wanting to learn to code and don't knowing how to start, so I decided to create this topic to centralize the information we have.For this topic, I researched in actual topics what advice people gave and tried to compile the most recent of it here. Feel free to add or edit things.1. Which Language Should I Start With?Looking at the last posts, it seems the most used programming languages for audiogame development are Python and BGT.Magurp244 wrote in this post https://forum.audiogames.net/topic/2737 … ke-a-game/ :Its important to keep in mind that what language you choose initially doesn't really matter, as all languages share certain similarities, so learning one language makes learning others easier.For what its worth I would recommend starting with Python, as its versatile, easy to use, has lots of documentation, and there are plenty of people around who have experience with it who can answer any questions you may have.For BGT, Trajectory wrote in the same post:I'm sure you've heard of BGT; it's a tool for programming audio games.While it might not be the most current technology anymore, it's a great place to start. It's packed full of documentation designed for people who have never written a line of code in their lives.2. Which resources are available to learn these programming languages?For BGT, there is a manual that teaches from the basic programming concepts to the advanced ones, and explains how to use the functions that it provides.Trajectory wrote in the post linked earlier:There are resources online like code academy, which will give you specific exercises to help you learn programming concepts.For Python, magurp244 wrote in this post https://forum.audiogames.net/topic/2741 … -to-start/ the following:Some good books are:Dive Into Pythonhttps://www.cmi.ac.in/~madhavan/courses … index.htmlHow To Think Like A Computer Scientisthttp://openbookproject.net/thinkcs/python/english3e/or the Python Practice Bookhttps://anandology.com/python-practice-book/index.html3. What libraries are available for audio game development?For Python, according to the post linked earlier, Tolk is used for screen reader output and Pygame and Pyglet are used for audio and key handling.As bgt is a toolkit especially designed for audio game development, no other libraries are required.

URL: https://forum.audiogames.net/post/429702/#p429702




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Re: Python, input, and breaking the program

2019-04-19 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Python, input, and breaking the program

Here is a function that uses only Pygame and gets the input from the game window.The downside of this approach is that you'll need to implement the cursor keys yourself, but it works with capital letters and accents.def pygame_get_input():    result = []    done = False    while not done:        for event in pygame.event.get():            if event.type == pygame.KEYDOWN:                if event.key == pygame.K_BACKSPACE: # Delete letter                    result = result[:-1]                elif event.key == pygame.K_RETURN: # User entered all the text                    done = True                    break                elif hasattr(event, "unicode"): # User tiped a letter                    result.append(event.unicode)        pygame.time.wait(10)    return "".join(result)

URL: https://forum.audiogames.net/post/427931/#p427931




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Re: Python, if statements, and complexity?

2019-02-28 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Python, if statements, and complexity?

@5 You can always shorten them by splitting the code in functions or by using the data structures provided with the language, at the same time, your code becomes more maintainable because if you want to change a specific part of theprogram you can just change the function that does it and not worry about the if statements that use that part.

URL: https://forum.audiogames.net/post/415339/#p415339




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Re: Python, if statements, and complexity?

2019-02-28 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Python, if statements, and complexity?

For the first example, I would define a function (note: i didn't test the code):    def is_at_edge_of(self, object):    return self.x==object.x-1 or self.x==object.x+1Or even better, you could have a function that calculates distancesfrom the two objects:def distance(self, object):    return abs(object.x - self.x)Then your function could be:    def is_at_edge_of(self, object):    return self.distance(object) == 1In both cases, your if statement will become:if not player.jumping and player.is_at_edge_of(pit):    step.play() #Some random named sound variableFor the second example, I would define a dictionary like this:contrary_directions = {"north": "south", "east": "west", "south": "north", "west": "east"}Then, your if statement would become simpler:if playerdir != contrary_directions[attackdir]:    passHope it helps a bit.

URL: https://forum.audiogames.net/post/415311/#p415311




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Re: how can you update the button's label in the wx EVT_BUTTON?

2018-04-10 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: how can you update the button's label in the wx EVT_BUTTON?

I did a quick test to see if it works and it worked on my computer.Here is the code I used (might help to solve your problem):import wxapp = wx.App()frame = wx.Frame(None, wx.ID_ANY, "Button Test", size=(640, 480))panel = wx.Panel(frame)b = wx.Button(panel, wx.ID_ANY, "Press this")bquit = wx.Button(panel, wx.ID_ANY, "")def pressed(event):        b.SetLabel("Button pressed")def quit(event):    exit(0)b.Bind(wx.EVT_BUTTON, pressed)bquit.Bind(wx.EVT_BUTTON, quit)frame.Show()app.MainLoop()

URL: http://forum.audiogames.net/viewtopic.php?pid=359181#p359181




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Re: Moving away from BGT and learning python

2018-04-05 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Moving away from BGT and learning python

In Python, when you run the "my_fun" function, the variables are createdinside the function.When the function returns or when it ends, Python removes thevariables that are inside the function and restores thevariables that are declared outside it.This is called a namescope (the function has a namescope which theirvariables are declared, and the script has another).When you tipe x in the interpreter, you are referencing the x of thescript namescope because the function has already ended.Edit: to modify a variable inside a function, declare it as global so itcan be seen on the script namescope. See the example:>>> def set_x_and_print_it():...     global x...     x = 3...     print(x)...>>> set_x_and_print_it()3>>> x3

URL: http://forum.audiogames.net/viewtopic.php?pid=358426#p358426




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Re: Moving away from BGT and learning python

2018-04-05 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Moving away from BGT and learning python

In Python, when you run the "my_fun" function, the variables are createdinside the function.When the function returns or when it ends, Python removes thevariables that are inside the function and restores thevariables that are declared outside it.This is called a namescope (the function has a namescope which theirvariables are declared, and the script has another).When you tipe x in the interpreter, you are referencing the x of thescript namescope because the function has already ended.

URL: http://forum.audiogames.net/viewtopic.php?pid=358426#p358426




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Re: Getting started in python game development

2018-02-14 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Getting started in python game development

I have faced the same problem using Pygame and Pygame.mixer.You can fix it by putting this line, before the pygame.init() call:pygame.mixer.pre_init(44100, -16, 2, 1024)This will decrease the buffer size that pygame allocates for each sound and will fix the lag.

URL: http://forum.audiogames.net/viewtopic.php?pid=352106#p352106





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Re: Blog post: Why does BGT get bashed?

2018-01-26 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

Hello.The problem doesn't lie in the "releasing BGT's source code" thing.Well, let's imagine an hypothetical situation. Let's say that Philipreleased the BGT source code today and all of us have it.What will happen next? All the developers who depended of BGT to makemoney would be severely impacted, because now, with the source codeavailable, we could see how BGT stores its secrets on the executable.You may say that we already can do that by disassembling BGT.Yes, it's true. We can do that. But disassembling an executable requirespatience and hard work, and with the source code available it's just a matter of reading it.

URL: http://forum.audiogames.net/viewtopic.php?pid=349454#p349454





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Re: Blog post: Why does BGT get bashed?

2018-01-26 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

Hello.The problem doesn't lie in the "releasing BGT's source code" thing.Well, let's make an hypothetical situation. Let's say that Philipreleased the BGT source code today and all of us have it.What will happen next? All the developers who depended of BGT to makemoney will be totally screwed up, because now, with the source codeavailable, we could see how BGT stores its secrets on the executable.You may say that we already can do that by disassembling the executable.Yes, it's true. We can do that. But disassembling an executable requirespatience and hard work, and with the source code available it will bethere, ready to be discovered.

URL: http://forum.audiogames.net/viewtopic.php?pid=349454#p349454





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Re: 2D Framework released

2018-01-25 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: 2D Framework released

@Orin you can use git, but if you don't have git you can use this link https://github.com/thgcode/2dframework/ … master.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=349393#p349393





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Re: 2D Framework released

2018-01-25 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: 2D Framework released

@2maidi That was a good suggestion! I have added it.This framework is here to make things easy, not for complicate people's lives.@brian I have replied your PM.Ah something I forgot to say. Feel free to send pull requests with suggestions you think are good, it will make the framework even better.

URL: http://forum.audiogames.net/viewtopic.php?pid=349367#p349367





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Re: 2D Framework released

2018-01-21 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: 2D Framework released

Hello.I've pushed the repository to GitHub, since my Dropbox was blocked foran unknown reazon to me.https://github.com/thgcode/2dframework/@Brian, if you want to add to it, feel free. I'd happy to include yourchanges.About the 3d Sound libraries (OpenAL and LibAudioVerse), I made some progress with them butit unfortunately can only be implemented with other programminglanguages.@ironcross32 I understand your point. My small framework only containsthe very basic things that make up a game. The game itself is the responsibilityof the person that uses the framework to create. I did this because Ineeded to create a game and needed to make all this from scratch, andfigured if I shared this with the community they could create theirgames more easily.But the truth is I need to agree with your comment, but there's nothingI can do to stop it.

URL: http://forum.audiogames.net/viewtopic.php?pid=348675#p348675





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Re: List of audio games and there programming languages

2017-09-03 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: List of audio games and there programming languages

BGT: Most of the Darkfleer titles.One more for Python: DMNB (the new version; the old version was written in PureBasic)._javascript_: Cyclepath, most of the old PB Games except TicTacToy that was written in C++.PureBasic: Death Match - Project Alpha, DragonPong, RTR, March Massacre, Slender, AngelGift I think.AutoIt: Operation Blacksquare, ScapeSkate.When I remember more I'll post.

URL: http://forum.audiogames.net/viewtopic.php?pid=328023#p328023





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Re: Namespaces in bgt - A Tutorial / Guide

2017-08-20 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Namespaces in bgt - A Tutorial / Guide

Another possibility to see these features is looking the source code of the same AngelScript version used to make BGT.

URL: http://forum.audiogames.net/viewtopic.php?pid=325247#p325247





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Re: Python: Let's discuss the pros and cons

2017-08-14 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Python: Let's discuss the pros and cons

I think Python might not be the problem, because audiogames usuallyrequire little processing power. Even if you need to do thousands ofcalculations per frame, you can use C extensions that interface withPython to do that for you.To see what is causing the problem, you can use a profiling module (likecProfile), which tells you the functions that are taking the most time in your game.

URL: http://forum.audiogames.net/viewtopic.php?pid=324435#p324435





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Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

2017-07-29 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

I just want to say that security is proportional to the effort you want to spend on it.It's very true that the Python language isn't designed to hide your source code, but Ido know that some companies like Dropbox have developed C extensionsthat load it from encrypted files and thus have managed tomake something that Python wasn't designed for work.Of course that is only an example.

URL: http://forum.audiogames.net/viewtopic.php?pid=321507#p321507





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Re: Starting out with creating a mud

2017-03-14 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Starting out with creating a mud

Where do you found the Moo server and the database? I want to try tocode in a Moo but I couldn't find any databases to start with.Edit:I've found a basic core database for starting at http://www.lisdude.com/moo/lambdacore-latest.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=301978#p301978





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Re: Starting out with creating a mud

2017-03-14 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Starting out with creating a mud

Where do you found the Moo server and the database? I want to try tocode in a Moo but I couldn't find any databases to start with.

URL: http://forum.audiogames.net/viewtopic.php?pid=301978#p301978





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Re: Pure basic devs, I could use your help

2016-12-13 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Pure basic devs, I could use your help

The error you are getting is that your loop keeps running after you hit a virus.So, unless you want your gun to kill 2 or more viruses at a time, you'll want tobreak it so it does not repeat more than necessary.If you want to kill 2 viruses at a time, I recommend you keep a booleanthat indicates if the loop has hit a virus, and if not, only at theloop's termination play the miss sound.

URL: http://forum.audiogames.net/viewtopic.php?pid=289490#p289490





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Re: Program disasembler?

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


  


Re: Program disasembler?

If you use an interpreted language to write your program, decompilation might be possible.Otherwise, you'll only be hable to get the assembled code (processorinstructions) or some form of that, that resembles your program's sourcecode, but made to get read by a computer.Generaly, when you compile your code, compilers tend to optimize it to make it run faster.So, for example, if your code does a multiplication,  sometimes you'll get a byteshift instruction instead of the multiplication because the byte shift is faster.Therefore, the best way, if you use a compiled language, is to make backups of your program.If you use an interpreted language, depending on the language you might belucky and find a decompiler for it.Hope it helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=289393#p289393





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Re: Error with python using pip

2016-10-22 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Error with python using pip

Maybe Pip can't find the place to download the packages, so you'll need to download them manually.Pygame can be found at:http://pygame.org/ftp/pygame-1.9.1.win32-py2.7.msiWxPython can be found at:http://downloads.sourceforge.net/wxpyth … 0-py27.exe

URL: http://forum.audiogames.net/viewtopic.php?pid=283619#p283619





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Re: Tone indication for walls on a 2d map, my working solution for BGT.

2016-08-13 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Tone indication for walls on a 2d map, my working solution for BGT.

Hello.I have some suggestions for your script.You can reduce a lot of code doing a function to scan the map using xand y increments, like this:vector scan_map(int x_incr, int y_incr){int future_x;int future_y;for(int future_x=player_x, future_y=player_y; (future_x{// Avoid index out of bounds error surprise.if(future_x<0 or future_y<0){break;}// Ask for wall.if(map[future_x][future_y]==1){// If wall is found, return the vector of its x and y coordinatesreturn vector(future_x, future_y);break;}else{// If there's no wall, continue scanning.continue;}// No wallreturn vector(-1, -1);}void verify_panning(vector position, sound @handle){if (position.x == -1 and position.y == -1)return;position_sound_2d(handl
 e, player_x, player_y, position.x, position.y, 8, 8);}void play_wall_tones() // call this function inside your game loop{left_wall_position=scan_map(-1, 0);right_wall_position=scan_map(1, 0);behind_wall_position=scan_map(0, -1);ahead_wall_position=scan_map(0, 1);verify_panning(left_wall_position, sound_wall_left);verify_panning(right_wall_position, sound_wall_right);verify_panning(behind_wall_position, sound_wall_behind);verify_panning(bahead_wall_position, sound_wall_ahead);}Of course, this code is not complete. I've put only the details wich I think could be improved.And if you want, with this implementation, you could check wallsdiagonally.I learned with programming, the less you repeat code and when you makemore abstract generalizations, for example object oriented programming,the code becomes more maintainable in the long run.

URL: http://forum.audiogames.net/viewtopic.php?pid=274196#p274196





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-03 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Hello.Trigonometry is used to get the measures of the values to sum andsubtract in the game's coordinates.For trig to work properly you need to convert the angle in degree format to radians.The radians are numbers based from the pi, for example, 2 * pi is 360degrees, pi / 2 is 90 degrees and so on.In a basic form, you use the sine of the angle the player is facing toget the increment for the x axis.The cossine is used to get the increment for the y axis.I'm still learning this, so my explanation is a bit basic, but hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=272249#p272249





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Re: Help with movement on Map in Python

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


  


Re: Help with movement on Map in Python

Hello.I think that the problem is that your character is moving everyiteration of the loop.To solve this, you could try something like that inside your movingcode:if pygame.time.get_ticks() >= move_timer:    # Move code goes here    move_timer = pygame.time.get_ticks() + 100 # 100MS of delay to move againAbout your previous question, you can use the pygame.time.wait functionto make the computer spend less resources while your loop is running,like that:    def run(self):        while self.exitGame == False:            self.mapKeys()            pygame.time.wait(10)In this way, when the computer finishes every iteration, it will pause 10ms before going to the next one.I think with these adjustments you can try to use the pygame.event.get()function that returns the 
 events immediately to your program.

URL: http://forum.audiogames.net/viewtopic.php?pid=267039#p267039





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Re: Is their a way to handle a traceback in a multi threaded python app

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


  


Re: Is their a way to handle a traceback in a multi threaded python app

Well, when I tested, it worked on while loops.The thing is, if you put the try / except block in a wrong place of your program, especially if it's multithreaded, it can break the program's control flow quite easily.I think, in these cases, that you could wrap the functions that have the most probability of generating errors in the try / except blocks and move then inside of the while loop. In this way, the while loop can keep running if the wrapped code raises an error.

URL: http://forum.audiogames.net/viewtopic.php?pid=265308#p265308





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Re: Is their a way to handle a traceback in a multi threaded python app

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


  


Re: Is their a way to handle a traceback in a multi threaded python app

Well, when I tested, it worked on while loops.The thing is, if you put the try / except block in a wrong place of your program, especially if it's multithreaded, it can break the program's control flow quit easily.I think, in these cases, that you could wrap the functions that have the most probrability of generating errors on themm in the try / except blocks and move then inside of the while loop. In this way, the while loop can keep running if the wrapped code raises an error.

URL: http://forum.audiogames.net/viewtopic.php?pid=265308#p265308





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Re: Is their a way to handle a traceback in a multi threaded python app

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


  


Re: Is their a way to handle a traceback in a multi threaded python app

Hello.There are try / except blocks.You can use them like as follows:try:    # Code that can potentially produce errorsexcept:    # Rescue codeYou can use except with some exception names like TypeError, ValueError,etc, like this:try:    # Code that can potentially produce errorsexcept ValueError:    # Catch ValueErrorsThe traceback module might be useful, as it can print a traceback to a file.

URL: http://forum.audiogames.net/viewtopic.php?pid=265298#p265298





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Re: Python or PureBasic

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


  


Re: Python or PureBasic

If you don't like complexity it will be hard to create a 3d shooter.These types of games require a high knowledge of math for creatingeven the most basic things.A side scroller is easier, but even with that, you'll need to write thegame's engine and the game itself.Purebasic, Python and BGT only provide the building blocks for doing that.The rest you need to code with the tools that the language provides.

URL: http://forum.audiogames.net/viewtopic.php?pid=263421#p263421





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Re: Python or PureBasic

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


  


Re: Python or PureBasic

Hello.I think that the best language for writing audio games is BGT.Why? It generates very small executables, it contains all the functionsyou'll need out-of-the-box and is simple to learn.Python and PureBasic, on another hand, are general-purpose programming languages.This means that you can create anything you want with them, but they contain only the basic tools to code the applications.I think that you should try to code some offline games first.Not will They give you more experience in writing code, with them you'lllearn the architecture of an audiogame and become proficient with the language you chose.And most importantly, don't worry if you make misstakes. They are thebest ways to learn and improve.Of course, that is only my oppinion.While BGT is good for audiogame programming, Python and Purebasic can begood to create very wide types of applications.Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=262906#p262906





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Re: problem with pyinstaller

2016-04-21 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: problem with pyinstaller

Hello.You could try bb-freeze or cx_freeze to see if they work.If they don't work, you could try to create a installer script toinstall the dependencies on the user's system (Linux distros).I think that is the recommended approach, because Linux binaries are notreliable because of the package manager and shared libraries.Most Linux distros already come with Python installed, so you coulddistribute only the pyc files and most likely it will work.

URL: http://forum.audiogames.net/viewtopic.php?pid=257723#p257723





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Re: Crap ton of free audio samples, sound fonts

2015-10-15 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Crap ton of free audio samples, sound fonts

Hello.I use VirtualMidiSynth without problems.You just add soundfonts to it's list and you are ready to go, justselect the instrument on the sequencer and play.By the way, anyone knows if there exists an accessible way of creating soundfonts? Iwant to try my hands at sampling, but I've not found still an accessibleprogram to do it.

URL: http://forum.audiogames.net/viewtopic.php?pid=234915#p234915





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Re: Can someone help me, please?

2015-08-27 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Can someone help me, please?

Hello.Here is the reference manual of the Python standard library, wich documents allbuilt-in functions and library modules available.http://docs.python.org/2.7/library/You can find it in the python documentation wich comes with the installer too.Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=229462#p229462




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Re: 2D Framework released

2015-08-24 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: 2D Framework released

Hello.I think I could try implementing it in Python too.The thing with Python is that I cant get a pan system like BGT workingin Pygame, and OpenAL seems very advanced to me.I think someone posted a script to convert BGT pan values to Pygame onesbut I couldnt find it.Anyways, if someone knows the formulas Ill be very grateful, because I triedvarious ways of doing it but they failed.

URL: http://forum.audiogames.net/viewtopic.php?pid=229046#p229046




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2D Framework released

2015-08-15 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


2D Framework released

Hello.After some time of work, Im happy to announce the 2D Framework!Since I think most people here code in BGT, Ive done it with BGT.This is a template game you can build your game in.It implements a basic map representation, basic object handling andbasic movement code.That is, the basics of any 2D game.It includes some sounds from some audiogames but I think it shouldnt bea problem since this is an example.Ive done the code as simple as possible so you can figure things rightat looking at the source.If you want to test it before modifying it, launch framework.bgt.Do with it what you want, and, most importantly, enjoy.https://www.dropbox.com/s/6gata1zj4mihn … 4.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=227954#p227954




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Re: You know you code too much when...

2015-06-10 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: You know you code too much when...

25. When you think that your dog has a bark() function and a PathFinderclass.26. When you think that the keys on your MIDI keyboard are Note on and Noteoff events.27. When you think that your parents are super classes.28. When you want to tell a person of an important action, you start themessage with sudo.29. When an action that you want to make is impossible, you say What is theroot password? or Where is the super user?.30. When you start to drink loads of coffee to get some code done and youdont want to sleep.31. When you start counting starting from 0 (instead of 1).

URL: http://forum.audiogames.net/viewtopic.php?pid=219566#p219566




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Re: Is Learning 2 Programming languages at once possible?

2015-06-02 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

Hello.What do you think about Pascal?You can find the compiller at http://freepascal.org/They have a IDE too, that can do graphic applications at http://lazarus.sourceforge.net/I dont have a top 10 list, because Ive only tried a few of them.but my favourite ones are Python, Pascal and pure C.I dont know about Java because I dont know how to get started.What tutorials for getting started with Java and the development toolsdo you recommend?

URL: http://forum.audiogames.net/viewtopic.php?pid=218692#p218692




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Re: BGT help

2014-11-27 Thread AudioGames . net ForumDevelopers room : thggamer via Audiogames-reflector


  


Re: BGT help

Why it doesnt work?The code is right I think.

URL: http://forum.audiogames.net/viewtopic.php?pid=195827#p195827




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