Re: Audio game jam - No Video Jam, voting ends September 6

2020-08-31 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio game jam - No Video Jam, voting ends September 6

@defender, I figured not from your response, I was just wondering if it would be an option for us as developers as well now. It would certainly open up a powerful new option. Thanks for the clarification though

URL: https://forum.audiogames.net/post/565923/#p565923




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Re: Audio game jam - No Video Jam, voting ends September 6

2020-08-31 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio game jam - No Video Jam, voting ends September 6

queenslight wrote:Just in case you are not following PG13LP On YouTube or PG 13 LP On Twitch, what are ya waiting for?Maybe it's just me and I'm the only blind person on Earth in this situation, but to be honest I'd never heard of them. I get lost who the blind person in gaming of the week is half the time Will check them out though if they've streamed the entries, might save me checking out absolutely all of them. I look forward to it!Incidentally. A lot of people have had trouble with random set up things, these should absolutely be reported to the dev teams in question as soon as you can, since it might mean you're missing out on some great games. Especially with anything instally related, experience tells me that half the time it's annoying fiddly setup things that a dev or the user can fix.@defender: I'm also intrigued about the Unity thing. I've normally left alone as even though I'm a C# dev, Unity last time I tried it was a bit of a faff. Maybe I should try it again now and see if that's changed, unless anyone's already done it recently.

URL: https://forum.audiogames.net/post/565863/#p565863




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Re: Any way to make coding on MacOS non-painful?

2020-08-12 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Any way to make coding on MacOS non-painful?

I'm going to keep my reply short. I tried, years ago, and found that within months I'd bootcamped my iMac, and... well I'm still talking to you on it now, from Windows. I can't even remember the last time I booted into OSX, and the lack of good dev support was a large chunk of it. And just VO in general if I'm honest. For years I just thought I sucked either as a dev or with screen readers, but reading this topic has shown me that it's not my fault. Thanks for posting this, it's been cathartic to read people's responses.

URL: https://forum.audiogames.net/post/560856/#p560856




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Re: best python compiler

2020-08-05 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: best python compiler

I've used Py2Exe before, but that was purely for user convenience and distribution. Ultimately with that in mind I kind of wish I'd gone .NET. PyArmor (they've spelt that wrong) preports to do some level of this for you. Might be worth considering. You could also look into uglification and minification of Python code, it works to rather accidentally obfiscate JS code, though Python needing whitespace will make minification hard. Maybe it can just be uglified. But even that can sort of be reversed.Really though, most of this will be reversabl with Python, it's an interpreted language, it's some of the risk you take. So your options are really compile it or change to a compiled language. Or, another option, have your code hosted online. With the obvious caveat that no internet connection, no app.

URL: https://forum.audiogames.net/post/558683/#p558683




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Re: Audio game jam - No Video Jam starts August 14

2020-08-04 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio game jam - No Video Jam starts August 14

Sorry for the double post, but is anyone at all concerned about the developer heavy leaning of this Jam, at least according to our available information in the forum? We're at risk of having some beautifully written untested storyless silence  Any ideas? Or is this nothing to worry about?

URL: https://forum.audiogames.net/post/558373/#p558373




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Re: Audio game jam - No Video Jam starts August 14

2020-08-04 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio game jam - No Video Jam starts August 14

@op: Just seen your list of participants, thought I'd better specify I'm probably best used as a developer. I mean I can probably try my hand at anything, but I'll play to my strengths this time. Next time maybe I'll try something else for fun

URL: https://forum.audiogames.net/post/558369/#p558369




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Re: Audio game jam - No Video Jam starts August 14

2020-07-20 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio game jam - No Video Jam starts August 14

I'm happy to take part, I've been on a slump anyway and came around here looking for inspiration. Caveat, I can't commit to the whole week, and I work, so it'll be spare time stuff for me. So I'm probably better off joining someone else's team.

URL: https://forum.audiogames.net/post/554224/#p554224




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Re: VSCode Tasks For Python

2020-07-18 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: VSCode Tasks For Python

Something to consider, I have no experience with FBS per se, but it may work similar to Flask for debugging. You can debug flask applications even though they're not run directly in the Python interpreter. I'm a little rusty on it, but it's definitely possible. Worth some further investigation.

URL: https://forum.audiogames.net/post/553553/#p553553




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Re: Css: Usecases for Css Flexbox and Grid.

2020-07-18 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Css: Usecases for Css Flexbox and Grid.

That's true. I do take your point. Sometimes it's a necessity for whatever reason though (work, a sighted audience, etc), so finding coping strategies is sometimes the only course of action.Something that may help, if you're an NVDA user, set ridiculously different colours in your elements for testing, in terms of brightness, then use the mouse with NVDA's audio coordinates and brightness controls coordinates. It can give you a, admittedly, rough feel. Don't forget to set the colours back though, lest you want to dazzle some poor visitor.Just something that may hopefully help someone

URL: https://forum.audiogames.net/post/553551/#p553551




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Re: Css: Usecases for Css Flexbox and Grid.

2020-07-18 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Css: Usecases for Css Flexbox and Grid.

I agree with @dragonlee, a lot of these things will apply whatever thing you're making if you intend a sighted audience of any kind.As someone with poor but some vision, I've clung to tricks that allow me to build a GUI with the minimum of pixel pushing possible.Something that helped me tremendously, I'm not sure if it's still in vogue, is the Bootstrap grid system. It basically divides your screen, or sometimes a container element, width wise into twelve columns, and you can specify things in terms of these columns, and vary it for different screen sizes. I've forgotten about flex boxes I admit, shows how often I have a reason to use CSS  but if you like I can try and refresh myself.

URL: https://forum.audiogames.net/post/553519/#p553519




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Re: unity game engine not accessible with screen reader?

2017-12-20 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: unity game engine not accessible with screen reader?

Unfortunately, grumbler_jones is correct. I tried Unity myself. It's a no go. And RPGMaker, for that matter. Which is a shame. There's a couple of physics engines I'd like to try, like GMod, but my hopes aren't high for that, either.Even worse, oftentimes you'll be dependent on using models, and as you can imagine, modelling software to model and manipulate and animate meshes is not accessible either. It's like they didn't even think about us as a market . I suppose in their cases they can be forgiven a little, we're not the typical demographic. But I'd have loved to have got somewhere with it. Somewhere that holds up some hope though is that a lot of Unity stuff can be done in Visual Studio, which is, for the most part accessible. I'm not sure whether the Unity parts themselves though are, or how much it lets you do without the inaccessible Unity IDE. Another option, that isn't an engine, per se, but allows you to programatically describe and draw your meshes on screen, is Three.JS. I had some success with drawing some things on screen with that. It's not a gaming engine itself, maybe someone's built a gaming engine around that?

URL: http://forum.audiogames.net/viewtopic.php?pid=342957#p342957





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Re: Audio games in the Web Browser

2017-12-16 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio games in the Web Browser

@frastlin, I was going to point you to an issue on the Sono project that asked for exactly what you're after. Then I realized you posted it Looks like the maintainer is waiting for you on that one, if you were interested in seeing it in Sono.I noticed it as I'm making a question issue asking about the rotation and listener orientation stuff. I've got a sort of example going... but it's not good yet

URL: http://forum.audiogames.net/viewtopic.php?pid=342373#p342373





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Re: Audio games in the Web Browser

2017-12-13 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio games in the Web Browser

Thanks for the feedback! I knocked the music volume down. I also did a lot of background work around minification and cache busting, you mentioned about sizes for files which prompted me to put the time into minification.Ah when you say it that way it makes sense. And with wavs, 2 similar sounds would need all the size of each, whilst 2 similar sounding ocelator sounds would only need the difference between the first and second. So quite a bunch of space saving there. I might keep that as an option for quick sounds. Thanks. Useful to know.

URL: http://forum.audiogames.net/viewtopic.php?pid=341998#p341998





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Re: suggestion for two new games

2017-12-11 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: suggestion for two new games

Neither of the first two are bad ideas. They require more expertese in driving and those mechanics than I have, having an S.M.E on any sim game is a good idea.Not sure about the third one. And I'm always a bit... hazy... on how much leeway we get when making audio games for our little community and what we can use of material that's copyrighted and trademarked up to the nether regions. I mean it probably would go under the radar and it won't touch their proffit margins in the slightest, but the lawyers they probably employ don't care about that and are just out to ruin aspiring creatives for fun.** maybe I'm biased

URL: http://forum.audiogames.net/viewtopic.php?pid=341779#p341779





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Re: Create bullet class

2017-12-11 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Create bullet class

System.Numerics.Vectors, perhaps?I'm not sure if you'd want each bullet to be an object, would you? It depends how many bullets you expect to be spat out. But I'd say a bullet's extremely short lifespan would mean you don't want thousands of bullet objects sat around waiting for garbage collection. In any language.With one potential exception, that is, and that's if you want bullets that last a little longer, ricocheting around and bouncing off things and doing crazy stuff like that. In that case, and if they're the exception rather than the norm, it might be okay to have them as a class. HTH

URL: http://forum.audiogames.net/viewtopic.php?pid=341773#p341773





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Re: Ride, new code editor for blinds

2017-12-03 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Ride, new code editor for blinds

Ah, it is clearer now, thanks!Managing indentation is indeed painful in most other text editors. I've been thinking of trying to work out how to manage folding in VSCode, but this might be a nice alternative for some quick editing. The fact that VSCode is massive and full featured in comparison would probably mean it's my main editor for now, but still. This has value.

URL: http://forum.audiogames.net/viewtopic.php?pid=340917#p340917





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Re: Ride, new code editor for blinds

2017-12-02 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Ride, new code editor for blinds

@Rastislav Kiss, commonly, when used as a multiple, like "blinds", it's a shorthand for window blinds, as in the Slovak word "rolety", as opposed to meaning multiple blind people. For that, you'd either say "for blind people" or else "for the blind". I agree, that that last one is actually quite confusing and doesn't make any logical sense. I guess that's English for you. Sorry, I was just pointing it out that I wasn't familiar with the term, that and I hope it isn't something people pick up on and use as a term for multiple blind people... that's an entirely separate discussion.Well, I'd say I get most of what I need from existing tools. That being said, if this is only for things like BGT, which doesn't really have an IDE as far as I know, I'd imagine this would be quite good for that community. I've never tried doing things in BGT, but it might be good for that. What would you say its main selling point is, though, as opposed to something like Notepad++?

URL: http://forum.audiogames.net/viewtopic.php?pid=340831#p340831





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Re: Ride, new code editor for blinds

2017-12-02 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Ride, new code editor for blinds

I'm assuming the "blinds" is an English mistake, rather than you saying you've written an IDE specifically for window coverings. I hope so. I'm sure the blinds I encounter are going to be after revenge and might see this as their golden opportunity!My first question is, why would we use this, and not something more full-featured and mainstream, like Visual Studio Code, Visual Studio Community (yes I'm biased towards VS), Eclipse, etc? All are accessible, to a lesser or greater degree?

URL: http://forum.audiogames.net/viewtopic.php?pid=340804#p340804





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Re: Audio games in the Web Browser

2017-11-30 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio games in the Web Browser

Oh, so instead of playing sounds, you generate all your sounds using an ocelator? Is that worth it? I'd imagine it's quite limiting and you'd wind up with lots of bleepy and bloopy noises, but I never did that sort of side of audio editing, so I don't really understand it. Maybe I should leave ocelators well alone.Yeah, I think that would make sense. It's probably a lot easier than you having to rotate your positions around the player always being based at 0x3 (x=0, y=0, z=0). Otherwise you're going to get really mathsy.I understand the Sono 3D audio a... little better. I managed to get a truck sort of rotating around a stationary POV. Except... well... the right and left both ended up the same place. You need the Z of your orientation at -1 to get even that. I recently saw that sounds themselves can have an orientation too. I don't understand the purpose or the complexities here. I must be missing something. Any advice appreciated. I'm finding with both of these libraries, that neither really has tons of traction. Proves that web audio is really a new thing Even the Three.JS docs and such like isn't massively well defined. Maybe that's a good thing for innovation in the space. But bad when you're just getting started

URL: http://forum.audiogames.net/viewtopic.php?pid=340562#p340562





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Re: Separation of the game from the menu

2017-11-30 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Separation of the game from the menu

@magurp244: I'm going to go with the OP may need something really down to basics here. The way I'd do it is to have a menu class, and have the members, choices of that menu, within each menu you set up. Then you'd want something responsible for getting a user's input from that menu, you might call it a menu manager, or similar. You could probably shove them in the same class, but there's a good Object Oriented Programming Principal known as "Single Responsibility", which is often really good advice. So, have two classes, here's some psudo code, in a C# ish fashion, but it should apply to any other language.public class Menu{    List Choices = new List();    public Menu(List choices)    {        this.Choices = choices;    }}public class MenuManager{    public void Render(Menu menu)     {        foreach (var menuItem of menu.Choices)        {            // render this menuItem on screen for the user somehow        }    }    public void Close()    {        // remove any onscreen menu however you'd like    }}How you then choose to handle that user picking an option is up to you. You may either have an event, or store a chosen value and periodically check for a choice in the game loop, or a callback function, etc. Usage may look like this with the first option, an event based approach.// you'd probably only want one of these in your whole app, even if you have many menusvar menuManager = new MenuManager();var menu = new Menu(new List { "New game", "Load game", "Cheat menu", "Quit" });menuManager.Render(menu);// you'll have to add this event to the menu manager. You may choose not to, so I didn't provide this in the codemenuManager.OnMenuChoice += (menu, choice) =>{    // determine what you're doing somehow};There's lots of ways you can do it. I do recommend separating it from the game code though! You're absolutely on the right lines there. Good luck. I hope I've helped rather than hindered here

URL: http://forum.audiogames.net/viewtopic.php?pid=340560#p340560





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Re: Audio games in the Web Browser

2017-11-27 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio games in the Web Browser

Ah okay, what put you off sono, do you remember?Looking at WebAudioDAW, it doesn't look like it has an orientation, only that you set the panning based on the orientation you're given. I hope I'm not doing it a disservice, but it looks like that's the case. So you'd move the sounds's location accordingly. I... think. Looks more complex than sono, but it seems like it has more features. Audiophiles would love this stuff.I've practically grocked sono now, with the ONE vital exception of setting the orientation. I've got an example where I move the P.O.V around, another where I move a sound source around, and I'm now most of the way to building a quick and dirty endless runner game using sono and 3D audio. I must admit I do quite like sono.I just haven't quite understood the moving the orientation. I've currently got a truck idling in front of my POV 10 units away. I do what I suspect should spin my orientation around... but it doesn't. It influences the sound in interesting ways... but it doesn't seem to move where the sound comes from, it still sounds like it's in front. I wonder if it's all still tied into Three.JS. Wondering whether to share my code as jists... but I'd have to leave the sounds out. I'm currently low on sounds as I lost a whole bunch of mine due to hard drive failure and me being very silly and not backing up, so I'm... appropriating sounds elsewhere for now to play with this idea 

URL: http://forum.audiogames.net/viewtopic.php?pid=340142#p340142





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Re: Audio games in the Web Browser

2017-11-26 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Audio games in the Web Browser

Sorry I keep necroing this topic. But this is still something I keep coming back to. Now I'm actually getting a reasonable distance with it. And I got to learn some mad webpack skills while I was at it.@frastlin: My understanding is, from using things like Three.JS, that the orientation refers to what the listener's point of view is, i.e, where are they looking? If you want them to look left, say, you'd probably do: setListenerOrientation(-1, 0, 0)But then if they move, that might have to be tracked.So what you might wind up with, is:const playerX = 0, playerY = 0, playerZ = 0;// as the player's perspective moves, track that in these variables and adjust the listenerPosition accordingly// look leftsono.panner.setListenerOrientation(playerX - 1, playerY, playerZ)This is all in theory, I'm working on a testbed to fully test this out. As well as a little engine for 3D sound that I hope to use. Interesting that you said that about howler.js vs sono, what did you find the differences were?

URL: http://forum.audiogames.net/viewtopic.php?pid=339939#p339939





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Re: Python 2 or 3?

2017-03-31 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Python 2 or 3?

I personally believe Python 2 right now, as at least in terms of Python 3 and writing audio games, you'd be breaking new ground. Not a bad thing, depends if you're happy to invest the research time required though.Python 3 overall is better, but adoption has been... rocky. For whatever reason. So you won't get all the good stuff that Python 3 brings. You'll have to find things that fill in that gap if you need them.

URL: http://forum.audiogames.net/viewtopic.php?pid=304801#p304801





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Re: a programmers challenge, programmer wanted for dev team project!

2017-03-15 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: a programmers challenge, programmer wanted for dev team project!

I don't have the time or inclination, but this sounds like a worthwhile idea.I guess what EuroFly was trying to do was suspend parts of reality in order to make an engaging gaming experience. Realistic simulators are great for certain types of games or gamers, but that's not what everyone wants to do on every run, and EuroFlyy probably appeals to a certain type of audience that might not want a flight sim necessarily.Happy to donate once you get to the kickstarter stage.

URL: http://forum.audiogames.net/viewtopic.php?pid=302221#p302221





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Re: Visual Studio error please help

2017-03-15 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Visual Studio error please help

Just checking the basics, did you select C++ programming when you installed VS?If not, I think you can repair the install and select to add that to it.Just a stab in the dark though... I'm not so o fay with CPP, but wondered if it was a VS thing

URL: http://forum.audiogames.net/viewtopic.php?pid=302205#p302205





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Re: Python development on the mac

2017-03-15 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Python development on the mac

Okay...Yeah, I stick to Windows for my Python development. I know lots of sighted people prefer coding Python on their Macs and such like, but I don't think that's a realistic prospect sadly.Unless there's any tools I'm unaware of

URL: http://forum.audiogames.net/viewtopic.php?pid=302199#p302199





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Re: Python development on the mac

2016-05-13 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Python development on the mac

I already paid so I could probably watch them on YouTube for convenience if I wanted I've been ploughing on with that series, though on Windows, and it is helping. Yeah it's a bit slow if you already know coding from elsewhere, but I'd rather have a thorough grounding than race through. Python's such an easy language though. It's the framework around it sometimes that's a bit tricky, though I suspect that's the same with every language when you're starting out.Still never really found a satisfactory way to work with this on Mac. I've tried:* IDLE: Not accessible, at least on El Kapitan.* TextWrangler + Python from the terminal: TextWrangler doesn't play at all with VoiceOver.* TextEdit + Python from the terminal: This looked promising, except TextEdit kept saving the files as non-ansi files and it meant
  that every file I wrote had to have one of those coding tags at the top to tell Python how to play with it. Annoying especially when you can't remember where the # key is on a Mac. I even tried saving the files as specifically UTF-8, but no joy.C'est la vie, I guess. Though if anyone has any ideas, feel free to shout.

URL: http://forum.audiogames.net/viewtopic.php?pid=260364#p260364





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Re: Project C.A.T.

2016-05-13 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Project C.A.T.

Looks intriguing. Keep us posted!

URL: http://forum.audiogames.net/viewtopic.php?pid=260361#p260361





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Re: Is anyone going to try Quorum?

2016-05-13 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Is anyone going to try Quorum?

I'm intrigued by the IOS support, especially since it's based on Java tech, which is supported on Android, but not on IOS, not without a jailbreak anyway. Wonder how they cracked that one.I might try it. The problem is it's a language of its own, that's relatively new. It might stay the distance, it might not. My little head only has room for so many languages/frameworks/toolsets, I'd rather learn the ones that I'll encounter most frequently in the wild, or will be likely to in the future. Perhaps when this gets a bit more traction, it'll develop some attraction.Good find though!

URL: http://forum.audiogames.net/viewtopic.php?pid=260360#p260360





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Re: problems with universal speech

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


  


Re: problems with universal speech

Considering the OP's original problem and it's one I'd like to see solved too, anyone think it's worth making a collaborative effort to ask screen reader vendors to implement some kind of event when their screen reader has finished speaking? Akin to the SAPI one? I could see use for it myself. Never heard of Tolk before, thanks for the hint.

URL: http://forum.audiogames.net/viewtopic.php?pid=258926#p258926





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Re: Python development on the mac

2016-04-24 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Python development on the mac

I just bought it. It seemed like a fair enough exchange, especially as I can access it in HTML which is much easier. I'm not sure if that means I bought it and am just using the free product, especially as each exercise seems to have videos on it anyway. But considering the work that's obviously gone into all this it only seemed fair.Really? You can use IDLE? I'm trying to use it but it's not working out too accessible for me.Oh and in case anyone was wondering, TextWrangler doesn't seem to be accessible either. Shame, as there's things online suggesting it might be. Maybe it's something with the latest version of OSX. I don't know.

URL: http://forum.audiogames.net/viewtopic.php?pid=258049#p258049





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Re: problems with universal speech

2016-04-24 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: problems with universal speech

I believe the problem that you're facing is that not every screen reader has an event for when it has finished speaking. SAPI does, but I'm not sure if any others do. NVDA certainly doesn't when I was looking for one. Shame, as it's my favourite one. As such, I don't think the Universal Speech library would cater for it, as it's not really a universal capability.Someone feel free to correct me if I'm wrong on this. Hopefully screen reader vendors will jump on this. Hopefully, if ever I conquer Python, I might be able to work in a speech finished event into NVDA, which would be something.

URL: http://forum.audiogames.net/viewtopic.php?pid=258048#p258048





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Re: Python development on the mac

2016-04-24 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Python development on the mac

@cartertemm: HTML or PDF would do fine. I just didn't want to have to try and find a scanner to go scanning hard copy books in or anything extra like that. Are they freeware books or are they things you can get on Amazon et al? Maybe iBooks would be more appropriate under the Mac circumstances.@magurp: Thanks for those suggestions, I might keep HomeBru in mind, I'm thinking it's like apt-get or Chocolatey, right? And I don't know if I'm ready for PyGame itself yet, maybe I am. I know the basics and that, I just need a refresher. Maybe that Python the Hard Way thing is exactly what I need, I've seen a lot of it when Googling. Is it really free? I remember hearing a Podcast with the main guy of the series before but I can't remember if he said it was free or not. And another question for anyone really. Text editors on the Mac: Any good accessible programmer ones? I've heard people mention TextRangler but I haven't had chance
  to try it out for accessibility yet. I suppose TextWriter (or whatever the default is called) would be perfectly good for starters.

URL: http://forum.audiogames.net/viewtopic.php?pid=257990#p257990





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Re: Using Wireshark Packet Analyzer with a screen reader

2016-04-24 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Using Wireshark Packet Analyzer with a screen reader

If there happens to be a CLI version, your best bet might be to either use that or to pipe its output into a text file and read that. Might work best. I did use it at university, but I had a note taker assigned to me so I asked her to help me read it. It definitely wasn't accessible years ago anyway, not with NVDA.

URL: http://forum.audiogames.net/viewtopic.php?pid=257988#p257988





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Re: Python development on the mac

2016-04-23 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Python development on the mac

@Victorious, yeah, they made that dialog more accessible, it's a bit weird with the first press, but subsequent presses or arrowing around like I said is better. @cartertem: Thanks! For some reason I never thought of just using the inbuilt Python interpreter. Though I am kinda after an IDE to go with it, I guess I can work without one. I'm used to working with one but I think for an interpreted language like this it's probably cool to work without one. I have been looking for a good Python ebook, previous attempts to find one were fruitless, but I might well check those ones out. Are there ebook versions of them?

URL: http://forum.audiogames.net/viewtopic.php?pid=257945#p257945





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Re: Accessible cross platform development

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


  


Re: Accessible cross platform development

Ah, I didn't check when the post was actually put up, sorry. I just knew that things had changed very recently there. Yeah, I think Xamrin Studio is tied to Mono Develop in some way, and the Mono Develop IDE did the same when I tried to use it with NVDA too. Which bothered me a lot. But if it can all be done in VS, then we might be all set. I'd love a project to work on making a cross platform somethingorother while I've got time this weekend... just to try all this new stuff out.

URL: http://forum.audiogames.net/viewtopic.php?pid=257791#p257791





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Re: Open Source Audio Game

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


  


Re: Open Source Audio Game

Hey there,It certainly has and to some degree of success, SoundRTS is open source and I've seen people contributing to it, and I've even contributed some very minor stuff to it myself. It's up there on Github, so it's as open source as anything else out there As to whether we could do more, absolutely! And I'd be interested. I worry about quarrelling, and such, but as long as people are mature about this, then it is indeed something we could do. Having tried to open-source blind tech of different types myself, it's also hard to get other people to contribute. But maybe I just seem like I bite or something!Now, the question is, what?

URL: http://forum.audiogames.net/viewtopic.php?pid=257789#p257789





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Re: Audio games in the Web Browser

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


  


Re: Audio games in the Web Browser

I am yeah, well I have some residual vision, but having worked in a sighted workplace with a _javascript_ guru who is sighted, he put me onto three.js. My only interest in that really is that three.js happens to have implemented 3D sound. My attitude here was really that the camera could also be thought of as a point of view, and the shapes as just a sound source. Ideally, I could even work with someone of a more visual persuasion to make the ideal, an audio game with nice visuals to boot that everyone could play, but that's miles and miles and miles and miles away. I thought of writing my own engine piggy-backing off of three.js, to wrap around some of the complexities, though I'm not even sure there's that many of them unless you stray into some of three.js's fancier visual shenanigans. But it sounds like the OP has some kind of plan for this, sorry I haven't read all the posts in this thread, lazy I know. Hmmm, I wonder if I coded it wrong somehow 
 if it's going a bit wrong when it's next to you. This is all pretty new to me too, really, like I said it was to see if it was possible as much as anything. I've stalled, as I can't think how to fathom touch controls. Anyone here any good with those in a browser setting? I could use your help. Once I'm over that, I'll try and put together a proper prototype that showcases both 3D sound in browsers and proves it works on desktop and mobile. But... I'm getting way ahead of myself again. Apologies! It's just that this is all exciting.

URL: http://forum.audiogames.net/viewtopic.php?pid=257788#p257788





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Re: Python development on the mac

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


  


Re: Python development on the mac

I don't understand what you mean by the difference between NextDocumentNav and NextDocumentWindow. But in its default behaviour, it still works and reads stuff out from the right window. If you hold ctrl and keep hitting tab, it'll tell you what window you're about to move onto. You can also hold control after hitting tab and arrow around that weird window thing that comes up, I don't know what it's called but I remember trying to script NVDA to understand it once but failed miserably. Most seem to have made that window accessible now. Is that the sort of thing you mean?Still interested if anyone has any ways of doing Python on a Mac btw. Though I'm happy to discuss VS as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=257786#p257786





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Re: Python development on the mac

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


  


Re: Python development on the mac

@Victorious, I use NVDA with it myself, and have yet to find anything better. And some of your bugs have been fixed. Not every single one of them, but some have. I don't remember all your bugs, but if you had a particular one in mind, I can tell you if its still a problem or not. One annoying one you did raise, about the line numbers being read out even when you turn them off, that's been fixed now. Of course it could be better, most applications written by sighted people could be. But it's good enough for me and it's loads faster than trying to write all this stuff by hand using notepad and MSBuild on the command line or something like that.

URL: http://forum.audiogames.net/viewtopic.php?pid=257741#p257741





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Python development on the mac

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


  


Python development on the mac

Hi there,Tl;Dr: How do you guys develop Python stuff on the Mac? Is it possible?I've done some light Python development in the past, mostly thanks to SoundRTS. I used Visual Studio and its Python tools and it was a pretty good experience. I then tried the same thing for TheQube and for some reason it was just not happening for me. So I stopped for a while.Queue getting a new job (wooo) that needs a bit of Python, I thought I'd pick this back up. I recently got my grubby mitts on a Mac, and in the spirit of cross-platform development, thought I'd try learning to do Python some more and thought I'd try it on the Mac. Oh the horror!Or at least, frustration. I started out by going and grabbing Python for the Mac (3.5 I think), which I saw comes with IDLE (a Python IDE). I love a good IDE, well, Visual Studio made me love IDEs. It then said I had to go grab some new TK and TCL bits (that means Transaction Control Language to an SQL
  guy like me but apparently this is different). Okay, I didn't know what it really was, but grab it I did and install. Happy days, right?So I use Spotlight to jump into IDLE and try to use it with VoiceOver. Aw hell, it's not accessible. So now what? How would I go about doing Python development on a Mac? Is it possible with VoiceOver? Is it worth the extra hoops, or am I better off retreating to Windows? I've had various VO problems getting used to the Mac, even on things like Safari, but I'm blaming some of that on it being El Kapitan. Maybe this is to blame here?Any advice appreciated.

URL: http://forum.audiogames.net/viewtopic.php?pid=257729#p257729





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Re: Audio games in the Web Browser

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


  


Re: Audio games in the Web Browser

Not sure if it's too early to share my proof of concept, but I wanted to prove that this 3D sound could work in a browser. This little demo doesn't do much, but you can tab onto the app, move the sound source and see how it changes. http://craigbrett17.azurewebsites.net/games/testAny thoughts?

URL: http://forum.audiogames.net/viewtopic.php?pid=257726#p257726





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Re: Accessible cross platform development

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


  


Re: Accessible cross platform development

Hi YukioSomething worth considering for _javascript_ sound is three.js. I know it's primarily a visual 3D library for placing objects on screen and stuff, but it does work wonders for 3D sound in JS. I was working on a proof of concept, but I was having trouble getting my little brain around iphone touch controls and making them work the way I want to. Touch controls in the browser are a bit fiddley. If anyone knows anything about that and can give guidance, get back to me and we'll be pals forever. I'd love to get something going to show off this tech that really hasn't been used by us the way it should. And Ian, hate to correct you, buddy, time's moved on since you needed a Xamrin license, yes already! Microsoft acquired Xamrin not too long ago. And it's now free for user's using the community tier of Visual Studio. i.e, free. This is awesome news that I'm waiting to capitalize on. You can find out more here: http://stackoverflow.com/questions/3031 … tudio-2015Xamrin integrates with Visual Studio, which is free and pretty accessible. I can't speak from experience at all, mind, not in regards to Xamrin, anyway, but it is definitely a good option. Another is Apache Cordova, used to be known as PhoneGap, but that's going back to using HTML5 and _javascript_. An exciting time to be looking into cross-platform development, I think you'll agree!

URL: http://forum.audiogames.net/viewtopic.php?pid=257725#p257725





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Re: trying to create a card game like harthstone or might

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


  


Re: trying to create a card game like harthstone or might

I was going to cheat and make something like that using the Tactical Battle engine, but I never got very far with it. Mostly because I've never played the games myself and some of it is the engine needs a little more work.I'd be interested in playing a game like this though.

URL: http://forum.audiogames.net/viewtopic.php?pid=257722#p257722





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Re: Let's code!

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


  


Re: Let's code!

Sam shut the folder down? Damn. But then I saw that coming. Depends on your definition of "crap", that "crap" might be someone's project. A working group of developers might be a pain to organize, especially with the egos we have in the blind developers community (sorry guys feel free to prove me wrong). That and I believe that programming is an art as well as a science (controversial I know). Judging programming is always going to be subjective. Even in big organizations, people have to fall back to coding standards docs and the like to keep people in line. If coding could just be classified objectively as good or bad, there'd be no need, but it's more nuanced than that. One objective result that can be measured is output, though. Who comes out with a game that is not only fun and the like, but is working, stable and such. Maintainability is obviously a bonus, but again, hard to measure. Very important if you want your project to g
 o on for a long time though.I was talking with my boss about this not too long ago, about what metrics you can apply to measure a programmer's performance. We concluded that you can't really, not in a way that can't be gamed and abused. I'm still interested in the competition idea, or any kind of collaboration (there's not nearly enough of that in this community). Just worth baring all this in mind.

URL: http://forum.audiogames.net/viewtopic.php?pid=257721#p257721





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Re: Research Study ($50 Amazon giftcard)

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


  


Re: Research Study ($50 Amazon giftcard)

I'll get in touch on the off chance the person doesn't mind UK based peoples

URL: http://forum.audiogames.net/viewtopic.php?pid=257718#p257718





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Re: BGT Voice Chat

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


  


Re: BGT Voice Chat

Win32 does handle recording yeah. It's built in. There are different win APIs that can handle it, depending on whether you wanna use DirectX or something lower level... I don't even know if BGT can work with DX. This result I found from Google might help. You just have to make those calls using BGT and it should come good, as Sam said though you might have to encode it for transfer across the wire though.http://www.gamedev.net/topic/592269-rec … ly-win32c/Does BGT support the concept of reusable libraries/packages? ala NuGet? A package like this might come in handy.

URL: http://forum.audiogames.net/viewtopic.php?pid=257716#p257716





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Re: Developer Diary for a game I'm realising, very similar to SoundMUD

2015-02-07 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: Developer Diary for a game I'm realising, very similar to SoundMUD

This is a fantastic idea. Making the development process programmers go through to make a game can only be a good thing. Ill definitely go take a look.

URL: http://forum.audiogames.net/viewtopic.php?pid=203983#p203983




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Re: list of people who are open for collaboration/higher

2015-02-07 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: list of people who are open for collaboration/higher

Open for new projects: Yesfocus: Development, scriptinglanguages I communicate best in: EnglishEmployment Status: Full time employmentProgramming languages: Competent in C# and _javascript_/Typescript. Rusty intermediate knowledge of Java and Php. Beginner level knowledge of Python, C++, Visual Basic.NET, DarkBasic and F#. Other technical skills: HTML, SQL, Microsoft Azure (cloud computing), Neo4J (graph databases), Git and Mercurial (source control)creative skills: Audio editing, CSS, XAML, Windows Formsbusiness skills: Er, no, not me. Dont look here for that. projects Ive done: Assisted in development for Tactical Battle, created the Blitzkrieg mod for SoundRTS, contributed code to the Soun
 dRTS project, writing the Black October campaign series for Swamp. In a non-game sense, Blindspot is probably the only one worth mentioning, and other smaller things in the open source community. other stuff that makes me special: Im a quick learner. If I like your project and want in, I like learning new things. Best way to contact me if not through the PM button: Twitter, LinkedIn or you can e-mail me too: craig.bret...@my.northampton.ac.uk

URL: http://forum.audiogames.net/viewtopic.php?pid=203986#p203986




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Re: How can I use screen reader apies in .net?

2015-02-07 Thread AudioGames . net ForumDevelopers room : truecraig via Audiogames-reflector


  


Re: How can I use screen reader apies in .net?

Full disclosure: I wrote such a library, some time ago. http://screenreaderapiwrapper.codeplex.com/Its a P/Invoke wrapper around the Universal Speechs earlier version, the ScreenReaderApi. Easy to get through NuGet, if you have that. Let me know if this does the trick for you.

URL: http://forum.audiogames.net/viewtopic.php?pid=203984#p203984




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