Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-05 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

I am not 100% sure that this supports mac, but I am almost certain that it does. Accessible_output2 is your friend:http://hg.q-continuum.net/accessible_output2/Youll need mercurial to pull it down- the mercurial command should be:hg clone http://hg.q-continuum.net/accessible_output2/I dont have an example of using it at the moment, but it can be done in about 3 lines of setup, and one line per thing to say. Also, you can pass it arbitrary python objects, like lists, and generally use it in the same manner as print. If you cant figure it out, I can probably dig up some of my old sample code.Your options for a window/input are Pygame (havent used it, quite large but supposedly good), Pysdl2 (there may be a bug buried down in there-I need to go find it and figure out why the system menu freezes 
 the app I wrote using it), Wx (comes with some controls, quite large and not aimed at game development, but your only real option for accessible cross-platform GUIs).For collisions, you can write the standard box check in about 10 lines, 4 if youre feeling particularly evilly cryptic, and possibly less if youre feeling particularly evilly cryptic, represent them as a list of four numbers (x1, y1, x2, y2) and know about itertools.For even more collision detection, if you can wrap your head around ODE thats probably your best bet. Spheres with ODE are easy, as are boxes, and it knows how to do sphere-box collision. Interestingly, it also supports rays, cylinders capped cylinders, and a bunch of other stuff, but save yourself a great deal of headaches and stop at sphere, box, and ray.I have heard good things about Box2d and it appears to have Python bindings. I have not used it. It removes the complexity of 3 dimensions 
 and 3-dimensional transformation, and may thus be better for you for that reason.Both can run your world, if youre willing to talk about things in terms of forces instead of position. This requires a bit of know-how and may or may not be worth it. I dont know if Box2d can be used for collisions only. For the most part, unless you want or need their extra capabilities, you can stop at the self-written bounding box check.Both Pygame and Pysdl2 do sound. Pygame is probably easier. I am going to shamelessly self-plug and say that I am now releasing builds of camlorn_audio, but thats windows only for the moment (but definitely not forever, once I bother to rewrite the build system). The disadvantage of Camlorn_audio is that it uses something pretty far from the standard pan functions; you talk about the world in terms of the world, not in terms of the player. Hence, I need to write tutorials.URL: http://forum.audiogames.net/viewtopic.php?pid=164536#p164536

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

yeah, C# itself can be. But Im not going to speak to cross-platform Audiogames with it-most of the C# gaming stuff I know about is either XNA, binding DirectX, or using C++ libraries and P/invoke-all of which are decidedly not going to work on Android, and probably not Linux or Mac. That said, it may be possible. Im just not sure someone new to programming could work out how. In my opinion, youd have to be thinking about it from day one lest you accidentally use something that isnt ever going to be cross-platform no matter how much you want it to be. In the wider context of apps, its probably fine. In the context of Audiogames, thats still going to require at least some effort and know-how, if its even possible. Also, with the phones, you dont have 40-odd keys to play with, so your control scheme probably wont be cross-platform anyway.URL: http://forum.audiogames.net/viewtopic.php?pid=164357#p164357

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net Forum — General Game Discussion: king gamer222


Re: AppleScript and Game Development

Probably a bad question, but is there an SDK for Python? A graphical one, akin to VisualStudio?URL: http://forum.audiogames.net/viewtopic.php?pid=164373#p164373

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

Yes, several. But theyre called IDEs, not SDKs. The terms have different, significantly different, meanings. If youre blind, you dont want them. Pydev for eclipse has a good chance o being accessible, but using explorer and a text editor or just a command prompt for everything is at least as efficient. Really.URL: http://forum.audiogames.net/viewtopic.php?pid=164383#p164383

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net Forum — General Game Discussion: Guitarman


Re: AppleScript and Game Development

Hi.@King gamer you can just use idle which is included with the python interpreter. Its a little difficult to operate using jaws but it can be done. Dont know how accessible it is with nvda or windoweyes though.@Camlorn, the reason I asked about c++ is because I know it is popular and someday I hope to get a job as a programmer so I think it would benefit me to be familiar with a few different languages and to learn how to make cross platform apps because I like that idea instead of being stuck on mac, windows, or linux or other devices you have a few different options. I dont know what your experience with the mac has been but there a lot more accessible then you think much more so because VoiceOver was created by apple. I wish microsoft would make there own screen reader and please dont mention narrator that is probably the worst piece of shit microsoft has ever made. Anyway, Ill just look into java and c# and learn those after Im 
 skilled enough with python.URL: http://forum.audiogames.net/viewtopic.php?pid=164422#p164422

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

I will not be drawn into the Apple debate here. Suffice it to say that writing a nice, long blog post on the issue is on my to-do list. I gave it a good three months. I did not form my opinions second-hand, I formed them first-hand. I also do not like Narrator, at least in Windows 7; I suspect that I will not like Narrator in Windows 8 when I upgrade. I am not sure why my opinions about the Mac are relevant to this discussion. The issue at hand is programming languages. I said that Voiceover may or may not have a feature that you might need. I also said that Window-eyes *might* have it. Im pretty sure Narrator wont in the near future. Please enlighten me to why my opinions on the Mac even matter here. If I thought they were relevant, I would have made sure to share them again.C++ is about as far from cross-platform as you can get. The core language and libraries are, but only if you know how 
 to avoid microsoft-specific features and gcc-szpecific features at the same time. The standard library only gives you basic stuff-print and read from console/files, some threading primitives, some nice data structures (the STL, once you grok it, is very nice), some time capabilities, and a couple other things. If you want to actually make games with it, or do anything really, youve got to acquire or write libraries. Outside the standard library, and assuming nothing else is installed, youve got the current platforms very platform-specific API. To actually do something cross-platform, you need libraries that are cross-platform for the thing you want to do, and it all becomes pretty messy very quickly. Even the standard library sometimes has platform-specific oddities, for example just about everything being a file on Linux and the inability to use printf/scanf on sockets in windows (but you shouldnt anyway). Java is cross-pl
 atform, as long as you stick to the core library and dont bring anything else in; so too are most other JVM languages (Scala, Clojure, Jython, Groovy); C# but only with a subset of the Microsoft libraries; Python obviously; and, if you are only aiming at the blind market, HTML5/_javascript_/Aria where necessary (but thats a second class citizen in terms of a11y on IOS by all accounts and brings you into encounters with screen reader/browser differences). most of those, with the exception of the HTML5 option, are personally rated higher than C++ for general app work and I have no concrete reason for not putting HTML5 up there with them. Of those, Java (but not the JVM) and HTML5/Javascreipt/Aria are my least favorite.URL: http://forum.audiogames.net/viewtopic.php?pid=164428#p164428

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net Forum — General Game Discussion: Guitarman


Re: AppleScript and Game Development

Hi Camlorn.No, no I was not trying to convert you to the mac or anything like that lol. I know from experience that the mac is not for everyone. Its just macs at least for me seem more user friendly and accessible then windows of course this doesnt apply to everybody. Anyway Im getting off topic I just get annoyed sometimes because Ive had people in the past say macs are not accessible without even looking into it. Sorry for the misunderstanding.Anyway someday my dream is to write a game engine that is completely cross platform and free. I dont plan to write any games myself but I think something like this would be beneeficial to the audio games community.URL: http://forum.audiogames.net/viewtopic.php?pid=164433#p164433

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

We seem to be in an engine craze these days. I guess that here is an appropriate place to point this out. This is my opinion, but I sincerely believe it to be close to fact and would require serious convincing to change my mind.Writing a game engine will work for allowing new programmers to make audiogames quickly. Writing an engine will allow the author to make new audiogames quickly. Writing an engine will not lead to original gameplay, not unless authors of audiogames torture the engine, twist it into a mobius strip, and generally do evil things with it. If you write your engine, you should probably keep it to yourself. Libraries are fine, scripting environments are fine, but I think that engines are not the best idea for this community. If we keep this up, well get a flood of audiogames that all look alike and play the same, and I dont think that many of us want 20 whatevers. Most of us would be bored after 2, a
 nd the rest are probably bored after 5.Im defining an engine as the following pieces, preassembled and ready to go: terrain, collision, controls, game creation tools, basic gameplay elements (combat for example), possibly art assets. If you leave enough open in this structure for someone to make any type of game, you dont really have an engine; if you leave enough open for someone to write a specific type of game but dont specify gameplay elements beyond walking, youve left the part thats actually challenging undone. There are already existing libraries for the rest, including terrain collisions, and collisions in general.Engines are popular among the sighted game programmers because they take care of some things that are actually hard. The 3D graphics pipelines are really awful, the 3D collision logic is going to require someone with a head for math, even implementing walking becomes an arduous chore to implement for them.
  In Audiogames, we can cut some corners, enough that for most of us collision can be under 10 lines; in the sighted gaming world, collision is thousands of lines dealing with triangles in 3D space and a whole bunch of stuff that I barely understand.And I already have all the pieces beyond the actual Gameplay, if Im willing to take a bit of time to put them together:- Collision detection, physics simulation, and the like can be either something like Box2d or Ode.- Controls is pygame, SDL, SFML, or if Im feeling masochistic GLFW. Theres also WX, but thats huge and this isnt its specialty.- Scripting is Lua, possibly Luajit, Python (but only if you trust all content creators), _javascript_, some others.- terrain can be easily handled as a simple 2D array. If I need this in ODE, I can convert it to Geometries in around 50 lines of code-each is a box of dimensions 1 meter by 1 meter, arranged in a grid.
 p; I can then get all terrains that the player is currently in, even when boundaries are being crossed (note: if you use ODE objects and let it do physics for you, youll also need to anchor the boxes). I am almost certain that Box2D has similar functionality, and if it doesnt, basic 2d game libraries are a dime a dozen. Anything beyond this is going to be game specific-what terrain actually means depends on your project: are you an elemental master, summoning the powers of water, fire, earth and air (4 terrains)? Shades of doom (1, unless we count walls)? An RTS (as many as you can think of)?- The thing with engines is that you cant really abstract all the complexities down nearly as much as you think you can, and they kind of end up becoming heres 15 useful libraries all hooked together, O and have some game play on top.- And this is one of the few situations I believe to be different between sighted and blind game d
 evelopment: basic gameplay is not the hard part of sighted game development, 1080P at infinity frames per second with no visible glitches is the hard part of sighted game development. And content creation, but that applies to everyone engine or no.My advice is, write small to medium libraries. Release them. If you have software, think about which parts can be pulled out into a library. If you write a line of code, ask yourself Is this useful in another project either now or in the future? If the answer is yes, its a candidate for possibly making a library out of. Dont go crazy with it, but dont disregard it. Eventually, you end up with pieces that need to be put together, not entirely new software projects. Im only just now starting to master this myself. You can then release these pieces or not as you choose, and others can use them as they choose. If, down the road, you decide you *rea
 lly* want to make an entire engine out of them, just stick them all together and make some level editing tools and bind them to scripts-youve already done the rest. Half or more of the pieces in game development can be reused, though perhaps not all in the same project. Sidenote: unit testing on those libraries is also an excellent idea, 

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net Forum — General Game Discussion: Guitarman


Re: AppleScript and Game Development

Hi.Thanks for the advice. I will start playing around with python for the next week or so and see what I come up with. Thats a good point about not releasing it to the public. I think if I wrote an engine it would definitly make it easier for me to write different kinds of games without repeating the same style and mechanics over and over again. Things I would like to have in this engine are weapon systems, support for as many screen readers as possible, a conversation system, trust system, and much more. A big thing I would want to focus on is features that arent in game engines we have now. Bgt seems to be coming a long well but its a scripting language and Im trying to stick with more general purpose languages so I can learn about more then just game development.URL: http://forum.audiogames.net/viewtopic.php?pid=164439#p164439

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — Off-topic room: king gamer222


Re: AppleScript and Game Development

Is AppleScript the Macintoshs variant of a Bash script or Batch file?URL: http://forum.audiogames.net/viewtopic.php?pid=164186#p164186

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: king gamer222


Re: AppleScript and Game Development

Is AppleScript the Macintoshs variant of a Bash script or Batch file?URL: http://forum.audiogames.net/viewtopic.php?pid=164186#p164186

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: Dark


Re: AppleScript and Game Development

Moderation! game development = about games = should be in general discussion.URL: http://forum.audiogames.net/viewtopic.php?pid=164189#p164189

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

Yes. Sort of.Applescript is probably ten times more powerful, in the same way that Bash is 10 times more powerful, but it fills the same role. Windows batch files suck a whole lot, and Applescript has a lot more integration and automation capabilities. its closer to Autohotkey than anything.URL: http://forum.audiogames.net/viewtopic.php?pid=164192#p164192

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: SLJ


Re: AppleScript and Game Development

Hi.It seems like Python is the way to go for accessible game development on the Mac.URL: http://forum.audiogames.net/viewtopic.php?pid=164236#p164236

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: severestormsteve1


Re: AppleScript and Game Development

People keep saying Pithon is the best programming language to go for accessible game development--but dont you have to use certain indentation in pithon? Thats what I heard anyway. And if that were the case, I dont see how a blind person could properly work with it... but i might be wrong.URL: http://forum.audiogames.net/viewtopic.php?pid=164246#p164246

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: king gamer222


Re: AppleScript and Game Development

Please explain what you mean by identity? Ive never heard such termonology.URL: http://forum.audiogames.net/viewtopic.php?pid=164256#p164256

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

Indentation is fine. Go ask your screen reader to tell you about it, and youre good to go. Indentation is good. If your code is indented and your screen reader is telling you about it, knowing how many brace levels you are in is now one keystroke, and you no longer have to scroll half the file.It really isnt a problem. It takes about a week of getting used to. After that, its no big deal.I just indented Camlorn_audio, because indented code is better, even for the blind.And that said, indentation might be a problem on the Mac. I dont recall if VO can.URL: http://forum.audiogames.net/viewtopic.php?pid=164263#p164263

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: king gamer222


Re: AppleScript and Game Development

Oh, crap, I mistook identity for indentation? I cant read. Sorry guys. Yes, indentation is very helpful, especially if you can get your code on to a Braille display.URL: http://forum.audiogames.net/viewtopic.php?pid=164269#p164269

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: Guitarman


Re: AppleScript and Game Development

Hi Camlorn.Well I have considered using python but how do you get a screen reader to tell you a file is indented? Im using jaws 14 and have never heard of this. Do you just turn up punctuation? This was a problem I had with python for a long time. If I use indentation does that mean I dont have to use braces and parentheses?URL: http://forum.audiogames.net/viewtopic.php?pid=164271#p164271

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: severestormsteve1


Re: AppleScript and Game Development

Oh. I thought indentation was required in the pithon languageURL: http://forum.audiogames.net/viewtopic.php?pid=164272#p164272

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

Indentation is required in Python. It is not optional. Camlorn_audio is primarily C++, which doesnt require it. It is still very worth having in your code, for at least two reasons that I can think of.For jaws, I believe its in text processing. There is a specific option for indentation indication. It is not just increased punctuation. Beware, for jaws is buggy and generally not worth anyones time, and will sometimes go all flaky. Specifically, at least in 13 and earlier and for some editors, once you get to the bottom line of the current window, it stops announcing only indentation changes and starts saying, in its super fun high-pitched voice, 4 spaces or what-have-you before every line. Its supposed to only announce it when it changes, which is useful; the alternative is much less so.URL: http://forum.audiogames.
 net/viewtopic.php?pid=164277#p164277

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

Indentation is required in Python. It is not optional. Camlorn_audio is primarily C++, which doesnt require it. It is still very worth having in your code, for at least two reasons that I can think of.For jaws, I believe its in text processing. There is a specific option for indentation indication. It is not just increased punctuation. Beware, for jaws is buggy and generally not worth anyones time, and will sometimes go all flaky. Specifically, at least in 13 and earlier and for some editors, once you get to the bottom line of the current window, it stops announcing only indentation changes and starts saying, in its super fun high-pitched voice, 4 spaces or what-have-you before every line. Its supposed to only announce it when it changes, which is useful; the alternative is much less so.Edit: For NVDA, this is in NVDA Menupreferencesdocument formattingreport line indentation
 . if you prefer, nvda+n, p, f, i, space, enter (with practice, that key sequence takes less than a second, and indentation indication isnt something you want on all the time). Recall that NVDA is written in python by blind people using NVDA; it should not, therefore, be surprising that this feature exists.And Im pretty sure I saw one in window-eyes, and VO may or may not have it-youll have to poke around in its settings.URL: http://forum.audiogames.net/viewtopic.php?pid=164277#p164277

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: Guitarman


Re: AppleScript and Game Development

Hi Camlorn.Thanks. Ive done pretty well with python but that was my problem was that I would indent lines and jaws would say tab so that was good but checking every line in a program like this to see if I had indented correctly is not fun at all.Btw, where can I get c++ to try it out? Ive heard people say to use visual studio but then Ive also heard talk about working with visual basic on visual studio. Im sure there is an obvious answer out there that Ive missed but whenever I go to microsoft to download it it says visual basic and then visual c++. Could you please post a download link for me? Ive been looking at some examples and it looks like it would be worth while to learn.URL: http://forum.audiogames.net/viewtopic.php?pid=164281#p164281

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: camlorn


Re: AppleScript and Game Development

No. I will not. The first barrier to C++ is the setup. The second barrier to C++ is resisting the urge to remove all your hair, one strand at a time. The third barrier is actually learning it. And I cant anyway-you need Visual Studio Express, which requires registration and stuff, and I get mine as the professional version free through my college (express is free to everyone, but professional comes with more stuff). Visual studio is a multiple language environment: C#, Visual Basic, C++, ASP.net, and F# as well as some others. Its also full of strange accessibility quirks, issues, and problems. Come to C++ only if you actually need it, not because it looks fun. Take it from someone who used to think C++ was the end-all language: most modern languages, including Python, have at least a @2X productivity gain. I use C++ because, unfortunately, its the only good option for Camlorn_audio. That said, C# isn
 39;t a bad thing to know if you dont mind being only on windows, and command line compilers are included with VS.If it is working correctly, Jaws will tell you only when indentation changes, not the indentation of every line. Indentation then becomes somewhat like opening and closing braces, in that you only hear it when it either begins or ends a block. Unfortunately, 75% to 90% of the time, jaws indentation indication breaks really horribly. If you are doing this by turning up punctuation, you are doing it wrong-you need to find the specific setting to even have a chance for it to work non-painfully. If you are actually checking with the arrow keys, then its no wonder you hate it. I believe Jaws hides the checkbox in text processing, but havent used Jaws in almost a year.URL: http://forum.audiogames.net/viewtopic.php?pid=164283#p164283

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: ianr


Re: AppleScript and Game Development

Camlorn said: C# isnt a bad thing to know if you dont mind being only on windows.I say: Ill just add that you can run C# on Mac or linux via the mono project and iOS or Android via MonoTouch and MonoDroid, the latter 2 are commercial products, so it can actually be quite cross platform, but you do have to pay if you want to be on the mobile devices.URL: http://forum.audiogames.net/viewtopic.php?pid=164290#p164290

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net Forum — General Game Discussion: ianr


Re: AppleScript and Game Development

@Camlorn, this is off topic, but Id like to pick your brain about your bit bucket fork of OpenAL Soft and some of Open ALs 3D capabilities in general.Ive been using OpenAL Soft for about a month and a half now.If youre willing to take the time please email me at supp...@blindaudiogames.com so we can setup a skype call.Thanks!Ian ReedURL: http://forum.audiogames.net/viewtopic.php?pid=164293#p164293

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[Audiogames-reflector] AppleScript and Game Development

2014-02-02 Thread AudioGames.net Forum — Off-topic room: Guitarman


AppleScript and Game Development

Hi Everyone.Does anyone know if applescript would be a good language for writing audiogames? I ask because this language is very easy to understand and for now I would rather work on a mac then windows.URL: http://forum.audiogames.net/viewtopic.php?pid=164098#p164098

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-02 Thread AudioGames.net Forum — Off-topic room: scotf2012


Re: AppleScript and Game Development

AppleScript sucks for just about everything. I dont believe youd have the capabilities you need for audio games.URL: http://forum.audiogames.net/viewtopic.php?pid=164111#p164111

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Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-02 Thread AudioGames.net Forum — Off-topic room: camlorn


Re: AppleScript and Game Development

hes right. With the caveat that I havent used Applescript personally:You could, in theory, do this. You could, in theory, rip out your teeth with pliers, and at least ripping out your teeth with pliers will make the experience available to those not on macs-i.e. at least 75% of us. In practice, Macs are somewhat hostile to the blind programmer-xcode is only technically workable, and at least on OSX 10.8 the terminal has a lot of strange issues. You will have to figure out the audio problem, the user interface problem, etc, etc, etc. People dislike applescript for what its supposed to be good at, i.e. system automation, so I doubt that its good at things its not supposed to be good at.The ironic thing is, if you want to talk directly to VO, you have to go through applescript, and cant get at it any other way i know about. I believe this is what accessible_output2 does, but could be wrong.Perha
 ps youll prove us wrong, and get something going. I have not worked with Applescript myself. I left the Mac after two months of continual disappointment-I wont go into that here. Regardless, also know this: there is no such thing as a truly easy programming language. Id suggest learning something more mainstream-take your pick-because Applescript is going to have the same complexities as a modern, garbage collected, language anyway. And a modern, garbage collected language will probably provide better organizational tools and libraries for your task. What Applescript is giving you is an easy-looking syntax and the ability, possibly but probably not really, to not have to worry about installers (I suspect that such a game would need support code in Objective-c, so youll end up doing that anyway more likely than not, and its possibly that such code has to be an entire process). Leave Applescript for what it may be
  good at--system automation--and look elsewhere.URL: http://forum.audiogames.net/viewtopic.php?pid=164113#p164113

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