Re: Braillemon status update!

2017-03-16 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: Braillemon status update!

@omerAn MSVCP100.dll error is specific to the windows operating system itself and can be the result of a number of things, such as a Registry, Malware, or Hardware issue. Its something that happens to some users, though solutions are often hit or miss. You can try installing the MSC++ 2010 SP1 redistributable MFC update [here] which will replace and update the file, as well as installing any available updates. The last person I came across with this issue was also running windows 7, and there was some issue that was preventing them from getting any updates that complicated things.

URL: http://forum.audiogames.net/viewtopic.php?pid=302448#p302448





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Re: BrushTone v1.0 Paint Tool

2016-02-20 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: BrushTone v1.0 Paint Tool

Is it? New releases seems an ambiguous title that could cover a number of applications, not neccessarily restricted to games. Of course I could be mistaken?

URL: http://forum.audiogames.net/viewtopic.php?pid=251008#p251008





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BrushTone v1.0 Paint Tool

2016-02-20 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


BrushTone v1.0 Paint Tool

Hello everyone. BrushTone is an accessible Paint Tool that allows users to view, modify, and create images purely using sound. Though there is a visual interface for those with vision. If you'd like to jump right in: For best performance, Disable Display Scaling on High DPI Settings and run it in compatibility mode for WinXP SP3.You can get the latest version from itch.io here: BrushTone v1.0So, what can it do, and how does it work? You can press F12 for the help menu and use the arrow keys to select categories and topics, or check the readme for full descriptions of the commands and how they work. Here's a quick run down: Each pixel is represented by 3 values, Red, Green, and Blue. These RGB values are in turn represented by 3 sequential beeps, the pitch of each beep represents how bright each color value is, the higher the pitch, the brighter the color, the lower the pitch, the darker the color.To
 ols include: Pencil, Line, Square, Full Square, Circle, Full Circle, Flood Fill, Select, Cut, Copy, Paste, Flip, Rotate, Stretch, Skew, Invert Colors, Grey Scale, Adjust RGB, Cycle Colors, RGB Explode, RGB Condense, Slice, Stitch, Create/Delete Alpha Channel, and Alpha Paint Mode.In addition its equipped with a Window Scan that moves the cursor horrizontally across the screen along vertical steps, and includes Peter Meijers Image to Sound Algorithm. It can also load multiple images allowing you to tab between them, including Animated GIFs. The Image to Sound Renderer also includes support for Animation play back with  "Batch" and "Loop" settings, allowing users to cycle through frames continuously to view animations.Some Issues: BrushTone can only load files in the current working directory, and while it can load animated GIFs, it can't save them. Scaling performance on the Flood F
 ill algorithm could be better, it can take approximately 40 seconds to fill a 2000 by 2000 image. The Circle Tool may also produce small gaps at the far ends of narrow circles.If anyone has any questions, comments, suggestions, or problems, feel free to drop a post, heh. Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=251004#p251004





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Re: AudioRTS Demo

2015-08-21 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Well, I think i've fixed the audio stuttering issue. I rewrote segments of the Demo in low level OpenAL and refactored a lot of the code to make sure it wasn't using too many Channels, it seems to be testing alright. I've also adjusted the mouse, it will only ping a sound when moving into a new tile instead of having a constant tone when moving. Hopefully it helps a little when trying to find things on the grid, as usual you can download v0.05 from the beginning of this thread.Now that all the bugs have hopefully been ironed out, i'm going to try and start focusing more on gameplay improvements and see how that goes. I'll be overhauling the interface and fleshing it out more with a buffet of new functions that hopefully will make it a lot easier to find, select, and command units. I'll also see about expanding the gameplay a bit to include base building and unit production, along with new tutorials.

URL: http://forum.audiogames.net/viewtopic.php?pid=228788#p228788




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Re: AudioRTS Demo

2015-07-29 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Just uploaded v0.04, Left Clicking now selects units, and Right Clicking orders the unit to move and attack. Also changed the Briefing to include these changes. You can download it at the beginning of this thread.

URL: http://forum.audiogames.net/viewtopic.php?pid=225865#p225865




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Re: AudioRTS Demo

2015-07-28 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

@bradHmm, looks like i'm going to have to take a deeper look into that stuttering issue. But on the bright side at least the audio's actually working...For the unit, you select it by Left Clicking, and you have to Left Click again to tell it to move somewhere or attack, Right Clicking deselects the unit. I'd hoped I could put off reworking the tutorials for a new Demo, but I'll see about fixing that segment right now.Each tile is 32 by 32 pixels which is equivalent to 1 cm, so each building is about a square of 2 or 3 cm each, which is comparable to Sighted RTS's. When it comes to RTS games though i've found using a track pad generally isn't ideal, its a lot more difficult to pan around with and tends to lack percision, although some peoples milage may vary. Trying it with a more traditional corded or wireless mouse may give you a better experience.

URL: http://forum.audiogames.net/viewtopic.php?pid=225805#p225805




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Re: AudioRTS Demo

2015-07-28 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

@ironcross32Hmm, I've fiddle with the settings abit more. Under the Compatibility tab try toggling the "Disable Display Scaling On High DPI Settings", it seems to clear it up on my end.@bradWell the crashings new, can you try Disabling the Scaling on High DPI Settings and running it in WinXP SP3 Compatibility mode?

URL: http://forum.audiogames.net/viewtopic.php?pid=225796#p225796




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Re: AudioRTS Demo

2015-07-28 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Yeah I ran into similar performance issues on the test rigs, running it in Compatibility Mode for WinXP SP3 and applying it to all users should fix the problem.

URL: http://forum.audiogames.net/viewtopic.php?pid=225775#p225775




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Re: AudioRTS Demo

2015-07-28 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Alright, I think the stereo problems finally been fixed, you can download version v0.03 off the beginning of this thread. There were actually a few problems involved, some Pyglet features that weren't fully implemented and drivers not being included with the binary. It seems to run properly on all my test rigs so far so i'm cautiously optimistic, let me know if you have any problems, questions, comments, suggestions, or anything else in between!

URL: http://forum.audiogames.net/viewtopic.php?pid=225767#p225767




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Re: AudioRTS Demo

2015-07-11 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

@zakc93I had the same problem in earlier builds, kept clicking "around" the vehicle so I added an audio cue to help. The non-stereo version just isn't quite the same for positioning and orientation though, although maybe the movement of the mouse might be making it abit hard to hear.The louder the sound, the closer your mouse is to it. When the mouse is on top of a unit you should hear a "beep", left click when you hear that beep and it should select the unit. When you select it you should hear the same tone beep twice quickly in response. If it helps, the vehicle first spawns a little to the left of the center of the screen.

URL: http://forum.audiogames.net/viewtopic.php?pid=223609#p223609




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Re: AudioRTS Demo

2015-07-11 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

@zakc93I had the same problem in earlier builds, kept clicking "around" the vehicle so I added an audio cue to help. Hm, maybe the movement of the mouse in the non-stereo version might be making it abit hard to hear.The louder the sound, the closer your mouse is to it. When the mouse is on top of a unit you should hear a "beep", left click when you hear that beep and it should select the unit. When you select it you should hear the same tone beep twice quickly in response. If it helps, the vehicle first spawns a little to the left of the center of the screen.

URL: http://forum.audiogames.net/viewtopic.php?pid=223609#p223609




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Re: AudioRTS Demo

2015-07-11 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

@zakc93I had the same problem in earlier builds, kept clicking "around" the vehicle so I added an audio cue to help. Hm, maybe the movement of the mouse in the non-stereo version might be making it abit hard to hear.The louder the sound, the closer your mouse is to it. When the mouse is on top of a unit you should hear a "beep", left click when you hear that beep and it should select the unit. When you select it you should hear the same tone beep twice quickly in response.

URL: http://forum.audiogames.net/viewtopic.php?pid=223609#p223609




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Re: AudioRTS Demo

2015-07-09 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

@the blasting gdHmmm, I think your right. I checked it on my test rigs at maximum volume with headphones and the sound IS playing, albet very, very quietly. In a way this isn't incredibly surprising because the problem is with the listener object, but it does show the sound isn't completely broken either. I'll run a few other tests, good job on catching it!@ironcross32I can't test it but I think the issue may effect 64 bit systems, although the black screen isn't unsusal because the game doesn't have any graphics. Considering the confusion I think I may work on making that more clear or putting in some graphical cues.

URL: http://forum.audiogames.net/viewtopic.php?pid=223366#p223366




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Re: AudioRTS Demo

2015-07-09 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

@yukionozawaOh? Thanks for pointing that out, i'll have to keep that in mind in the future. I've changed the identification key from "tilde" to "Z" and updated both links to the demos in my original post.

URL: http://forum.audiogames.net/viewtopic.php?pid=223343#p223343




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Re: AudioRTS Demo

2015-07-07 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Updated my main post with links to a new Non-Stereo version that seems to work on test platforms and re-uploaded the Stereo version in case it actually works on some peoples systems. Going to try looking into alternatives until a fix comes down the Pyglet pipeline.@SLJI have some experience with RTS's having worked on one as a, well I guess you could say hobby, for several years. So building it into a full RTS engine with network multiplayer, random map generator, etc. is possible. Although after having my Demo explode, I may have to rethink that a little, haha.

URL: http://forum.audiogames.net/viewtopic.php?pid=223128#p223128




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Re: AudioRTS Demo

2015-07-05 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Thanks for the specs guys, I think i've narrowed down the problem to the latest version of Pyglets Listener object which helps handle the 3D positional audio, removing it seems to fix the sound output. Unfortunately the demo relies pretty heavily on it and eariler versions of Pyglet aren't much better off in that regard. I've posted the issue in the Pyglet mailing list and i'm looking into it, though this could take some time to sort out.@luiscarlosgmDue to an unforseen bug in the build the Audio outputs muted in the Demo, i've taken it down until I can sort out the issue.

URL: http://forum.audiogames.net/viewtopic.php?pid=222886#p222886




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Re: AudioRTS Demo

2015-07-04 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Alright, thank you everyone for you feedback and interest! Soo, have abit of a Good News, Bad News kind of thing.Good news is i've been looking into the issue and I've been able to replicate it on another rig, Bad News is I have no idea what the hell is causing it. The sound seems to be loaded and playing, since left clicking after a short time the mouse pointer appears, but for whatever reason the sound isn't playing. I think it may have something to do with the Audio Drivers or the latest version of pyglet, i'm going to try hitting up developer community and see if I can find a solution, until then i've taken the download down.It would also be helpful if you could tell me what OS's your using, since it seems to work ok on my WinXP rig.

URL: http://forum.audiogames.net/viewtopic.php?pid=222734#p222734




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Re: AudioRTS Demo

2015-07-04 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Alright, thank you everyone for you feedback and interest! Soo, have abit of a Good News, Bad News kind of thing.Good news is i've been looking into the issue and I've been able to replicate the it on another rig, Bad News is I have no idea what the hell is causing it. The sound seems to be loaded and playing, since left clicking after a short time the mouse pointer appears, but for whatever reason the sound isn't playing. I think it may have something to do with the Audio Drivers or the latest version of pyglet, i'm going to try hitting up developer community and see if I can find a solution, until then i've taken the download down.It would also be helpful if you could tell me what OS's your using, since it seems to work ok on my WinXP rig.

URL: http://forum.audiogames.net/viewtopic.php?pid=222734#p222734




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Re: AudioRTS Demo

2015-07-04 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Well, thats not good. The black screen isn't unusual, since the Demo actually doesn't have any graphics other than a mouse pointer, although I could put them in if people prefer. I have a feeling this has something to do with loading the resources, I was having a hard time packing the damned *.exe right before posting it. I've unpacked the audio and adjusted the resource loader, and updated the link above to the latest version.@GiovaniAccess_Error: 3498 - Response Not Valid.@VictoriousA learn sounds option? You can check what each tile is by pressing the "Tilde" key (just below the escape key), or do you mean a more involved tutorial to include the interface sounds?@DarkThe system actually functions like Sighted RTS's, but with clicking pitch audio queue's for positioning. Its my hope that given time people can build a mental map of the area and use the positioning system to help locate specific point
 s. The minimap is something I also have to work abit on, need to put it into stereo and adjust the rendering so that players can tell where the view window is.#TikkiHeh, took me awhile, most of the audio is from Public Domain sources, with some Audacity and SFXR work thrown in. Don't really have the equipment for making my own sounds just yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=222691#p222691




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Re: AudioRTS Demo

2015-07-04 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


Re: AudioRTS Demo

Well, thats not good. The black screen isn't unusual, since the Demo actually doesn't have any graphics, although I could put them in if people prefer. I have a feeling this has something to do with loading the resources, I was having a hard time packing the damned *.exe right before posting it. I've unpacked the audio and adjusted the resource loader, and updated the link above to the latest version.@GiovaniAccess_Error: 3498 - Response Not Valid.@VictoriousA learn sounds option? You can check what each tile is by pressing the "Tilde" key (just below the escape key), or do you mean a more involved tutorial to include the interface sounds?@DarkThe system actually functions like Sighted RTS's, but with clicking pitch audio queue's for positioning. Its my hope that given time people can build a mental map of the area and use the positioning system to help locate specific points. The minimap is something
  I also have to work abit on, need to put it into stereo and adjust the rendering so that players can tell where the view window is.#TikkiHeh, took me awhile, most of the audio is from Public Domain sources, with some Audacity and SFXR work thrown in. Don't really have the equipment for making my own sounds just yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=222691#p222691




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AudioRTS Demo

2015-07-03 Thread AudioGames . net ForumNew releases room : magurp244 via Audiogames-reflector


  


AudioRTS Demo

Hello there everyone, been working on a new Real Time Strategy Demo for the past month, figure a good place to get some feedback would be posting in the New Releases section, heh. Quick rundown on the features:-The demo features a top-down grid perspective of the environment, objects like buildings, resources, units, and terrain all have unique sounds to identify them. It runs at a resolution of 640 by 480 with over 300, 32 by 32 tiles.-It uses a Proximity Mouse system, with the position of the mouse determined by 3D stereo panning and pitch. The closer objects are to the mouse, the louder their unique identifying sound is, up to two tiles away in a radius around the mouse.-There are at the moment two controllable units and three buildings, you can't build anything, but you can harvest resources and blow some stuff up.-The demo also features a functional Minimap, which  is divided into a series of "slices" that each render only one kind of information. For example, press F1 and it will draw an image showing ONLY the positions of friendly units, F2 an image of only enemies, F3 only resources, F4 terrain obsticals, etc.You can download a Win32 Binary of the Demo here:(https://bitbucket.org/magurp244/audio-c … 20Demo.zip)Or a recording of a playthrough here:(https://bitbucket.org/magurp244/audio-c … ording.mp3)

URL: http://forum.audiogames.net/viewtopic.php?pid=222590#p222590




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