Re: Unity accessibility and cross-platform audio games

2020-04-22 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Unity accessibility and cross-platform audio games

here we go again.Frastlin has something.  I don't know how well it works and I don't have the link handy.Half the features of Unity aren't for coding.  They're for level editing, so that you can do things like see what it will look like when you play the game, or compose things by dragging and dropping, or run your asset pipelines, or whatever.The people behind Unity don't care.  The people behind Unity probably won't ever care.  There is no money in it and it would b a project of epic proportions.I'm not going to say more than that because frankly this conversation has been had to death and I don't feel like trying to explain what Unity actually is for the millionth time.  Perhaps someone else has bookmarked links.  If not, you can certainly search the forum.  This conversation has happened at least twice in as many months.  Suffice it to say that it is very easy as a new game coder to think that unity is this magical land of happiness that can solve all our audiogame problems, but if you look into it to any depth you will quickly realize that even if you can get the basics working, 90% of the value is in the tools you can't use.  I.e. the level editing, the debuggers, the visual property editors, the list goes on for a good while.

URL: https://forum.audiogames.net/post/521627/#p521627




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Unity accessibility and cross-platform audio games

2020-04-22 Thread AudioGames . net Forum — Developers room : Frenk Kinder via Audiogames-reflector


  


Unity accessibility and cross-platform audio games

Hello.Unity accessibility is a topic that interests many developers.Now I'm interested in this.My questions:1) What has been done? Where did blind developers go to solve this problem?2) Unity and Monogame. What is the difference and what do developers expect from Unity?3) What about Java and Libgdx?Recently, in one of the Russian forums, I met the person. I quote his message.Quote begin:Many years ago I had a fix idea in order to develop a game on Unity without using editor, that is, purely on code and auxiliary text assets. And in some form, it was even implemented using the example of a 3-dimensional first-person puzzle.This method took some of the flexibility in development, but it was absolutely working. So I declare with confidence that this is possible.The only forced interaction with the editor is the need to run the game itself and test it. And this is a sequence of exactly two keyboard shortcuts - switching focus to the Unity editor window and launching the game.A problem may be reading messages in the Console about compile-time and runtime errors. But this, it seems to me, is not very difficult to solve.I personally would be very interested and happy to help you in such endeavors, if you have a request.Quote end.I asked him how he did it. I'll wait for an answer.Don't forget that there is Unity Command Line Interface.Also, did anyone try to contact Unity Technologies?We should not stop to achieve accessible Unity. And also create a page, kickstarter, some type of awareness website so that a huge number of people could call them out and ask them to create a way of making the engine more inclusive. Sooner or later I believe that will happen so let's try to make it happen sooner by making our voices heard!Thank you.

URL: https://forum.audiogames.net/post/521609/#p521609




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity Accessibility

2019-08-31 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector


  


Re: Unity Accessibility

I found what I was looking for, I think. Though on closer inspection it seems that this is to make it possible to code projects without use of the editor. Close enough for my current purposes. I just need a way to gather more possibilities and material for my paper. Before I grab this, though can anyone tell me more about this project? Link: https://github.com/frastlin/Screenreade … tyTemplatePS: I also saw something about a unity hackathon project? Any word on additional results of that?

URL: https://forum.audiogames.net/post/458772/#p458772




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity Accessibility

2019-08-31 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector


  


Re: Unity Accessibility

I found what I was looking for, I think. Though o n closer inspection it seems that this is to make it possible to code projects without use of the editor. Close enough for my current purposes. I just need a way to gather more possibilities and material for my paper. Before I grab this, though can anyone tell me more about this project? Link: https://github.com/frastlin/Screenreade … tyTemplate

URL: https://forum.audiogames.net/post/458772/#p458772




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity Accessibility

2019-08-31 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector


  


Re: Unity Accessibility

Yeah. I recall the UAP. Hmm. I thought I vaguely recalled something for the editor as well. Not available on the asset store. Hmm. Oh well.

URL: https://forum.audiogames.net/post/458755/#p458755




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity Accessibility

2019-08-31 Thread AudioGames . net Forum — Developers room : ironcross32 via Audiogames-reflector


  


Re: Unity Accessibility

It's to make the games accessible, not the editor and such.

URL: https://forum.audiogames.net/post/458740/#p458740




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Unity Accessibility

2019-08-31 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector


  


Unity Accessibility

Hello. I vaguely recall something floating around about some sort of project to make Unity accessible? Is there a way I could find the results of this. Supposedly, there was some sort of plugin or what have you to do this sort of thing, but my google-fu is failing me here. I'm sorry if this isn't enough information to go off.

URL: https://forum.audiogames.net/post/458727/#p458727




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-20 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

The main reason for my interest in mainstream engines is the ease with which some allow for prototyping. With Godot, for instance, you can easily combine a 2-D tilemap, 8-way controller, audio listener, sound nodes, and assemble an audio scene in a matter of minutes. Sure, you can eventually code all of these things, but often the best code is the code you don't have to write, and it's nice to build with higher-level primitives like these and focus on the game itself, not on picking the best data structure to represent large tilemaps, integrating physics for collision detection, mapping sounds to higher-level game objects, etc. And I'm a software developer by profession, so the thought of building audio game support into a project that will continue to exist even if the audio game developers lose interest is a nice one for me.

URL: https://forum.audiogames.net/post/406525/#p406525




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

It was the native one.

URL: https://forum.audiogames.net/post/406408/#p406408




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

For now, I'm concerned with making it possible. The nature of someone learning the requisite skills comes later. That sort of thing is difficult to learn if it's not even possible to do in the first place, after all. Actually, @Ethin, that repository you gave me, I can't recall, was that the GD-script attempt, or the native attempt?

URL: https://forum.audiogames.net/post/406405/#p406405




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

I tried adding accessibility into Godot once... got rejected, if memory serves. They said they wanted it in GDScript... and I had integrated it natively (which was, to me, the logical thing to do at the time).About the blind community integrating with mainstream developers: while its a very cool concept, and would be interesting to do, I don't think the blind community is even close to ready to develop with mainstream developers. The process is not what the community is used to, where you write all the code in a few files, and you have sounds; the process involves animations, assets, textures, surfaces, and a hell of a lot more that I can't think of. Take Unreal Engine, for example. If you want to make a basic FPS, and you want your player to be able to walk and wield weapons, you need an animation for the player walking, an an animation for the player walking and holding a gun, an animation for the gun itself, and that's without armor, and with only one weapon. Add in armor, and you then need an animation for the armor, an animation for the player walking without the armor, an animation for the player walking with the armor on, an animation with the player wielding the gun with the armor on, and so on. Its pretty much the same for many other titles.As for things like menus, that's also very similar: you need an animation for each menu item as well as (possible) an animation for the menu background. The speed of being able to scroll down menus is controlled by how fast the game can render the frames and animations, not internal timers. But if your going to develop games that are mainstream, use Python, use a framework like SDL2, and begin with timers to cap the amount of events received so your not (for example) scrolling to the end of the menu with a single press of the down arrow. That doesn't account for joysticks, which are extremely touchy: if yo udon't moderate how fast the game can navigate a menu, or how fast the game processes events via either FPS caps or timers, and you don't set a dead zone (which you need to do, at all times), your joystick is going to be sending events to the game almost constantly. Just by picking up a joystick you are most likely going to cause one of the axes on the joystick to move. By even gently touching he left stick, you are generating a joystick axis motion event (or whatever your framework calls it). You need to make your game ignore motion movements below a particular value. That's your dead zone. For DirectX, the default dead zone may be sufficient (7849 for the left stick, 8689 for the right stick, and 30 for the trigger threshold). For SDL2 though, you'd need a dead zone that's at least 5000 (though it should probably be 1-15000). But 'll stop now, I've gotten off-topic.

URL: https://forum.audiogames.net/post/406401/#p406401




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

I tried adding accessibility into Godot once... got rejected, if memory serves. They said they wanted it in GDScript... and I had integrated it natively (which was, to me, the logical thing to do at the time).About the blind community integrating with mainstream developers: while its a very cool concept, and would be interesting to do, I don't think the blind community is even close to ready to develop with mainstream developers. The process is not what the community is used to, where you write all the code in a few files, and you have sounds; the process involves animations, assets, textures, surfaces, and a hell of a lot more that I can't think of. Take Unreal Engine, for example. If you want to make a basic FPS, and you want your player to be able to walk and wield weapons, you need an animation for the player walking, an an animation for the player walking and holding a gun, an animation for the gun itself, and that's without armor, and with only one weapon. Add in armor, and you then need an animation for the armor, an animation for the player walking without the armor, an animation for the player walking with the armor on, an animation with the player wielding the gun with the armor on, and so on. Its pretty much the same for many other titles.As for things like menus, that's also very similar: you need an animation for each menu item as well as (possible) an animation for the menu background. The speed of being able to scroll down menus is controlled by how fast the game can render the frames and animations, not internal timers. But if your going to develop games that are mainstream, use Python, use a framework like SDL2, and begin with timers to cap the amount of events received so your not (for example) scrolling to the end of the menu with a single press of the down arrow.

URL: https://forum.audiogames.net/post/406401/#p406401




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

Actually, interesting you should bring up collaboration with  sighted game developers @12. That is another reason why I've taken a major interest in the whole accessible game engines thing. Another major goal, in particular for my current line of study in university, is to start bringing blind developers into the "mainstream" fold for lack of a better term. I am mostly certain this can work, though the trouble of 3D graphics and the like still kind of stumps me.

URL: https://forum.audiogames.net/post/406388/#p406388




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : nyanchan via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

Btw, what are the reasons you want to use mainstream game engines? Mobile support? VR audio? Collaboration with sited game developers? Other?

URL: https://forum.audiogames.net/post/406385/#p406385




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

That makes sense. Yeah, what I would like to get done with Godot has the unfortunate downside of taking several people to do, and by that token, we might as well take the underlying important engine stuff, and recreate the UI and related tools. I don't know. In any case, I would like to finally see an engine around here that isn't just pure script writing. Something that doesn't require re-inventing where ever possible. I guess if we got enough people together with enough knowledge to do so, we could all try creating our own engine. LOL!!!

URL: https://forum.audiogames.net/post/406353/#p406353




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

I feel like we've probably encountered each other on one or more of the relevant GitHub issues.  In any case, I still think that bridging Godot accessibility to the platform has some limitations. Namely, you'd have to do it everywhere unless you only care about Windows, which is a bit of a letdown for an engine that can export games for just about any modern platform. Making a pseudo screen reader not only gives you access to the editor, which itself is a Godot game that just creates other games, but also lets you work on any platform. You'd have both engine accessibility, and something like the Unity Accessibility Plugin that grants access to augmented Unity games.But that train has sailed for me. Merging PRs felt more like a popularity contest than a process ran by some sort of reliable governance, and I just didn't have the time or patience to be annoying enough to get anything done. I'd love to see it happen though.

URL: https://forum.audiogames.net/post/406328/#p406328




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

Yeah, I've begun finding the programs necessary for building Godot. Just need to figure out what I will need to get things to work. Honestly, I believe the UI elements are well organized in the C++ code. The trouble with this is that if we implemented the accessibility directly from C++, we'd have to implement the stuff for the game itself separately. Ideally, rather than recreating a psudo-screen reader, we should try to interface with what already exists, it's just that, I am not entirely sure what would be the most efficient way to go about it. Then there's the matter of the editors and what not. Anyways, I'm going off on a tangent, now.

URL: https://forum.audiogames.net/post/406327/#p406327




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

Ugh, what a frustrating situation. I started trying to make Godot accessible. Began working on a pseudo screen reader in GDScript, but it needed more signals and richer information. Submitted a couple PRs to do that work, but they got caught up in what felt like bureaucratic process. No one knew what was needed, and when I told them I was happy to show them, they dragged their feet. At least, that's how I perceived it.Anyhow, I gave up on, ahem, waiting for Godot. Currently evaluating Amethyst (Rust) which eventually wants to have both an editor and framework use case, and AFrame which is VR-centric but offers high-level primitives and the ability to create them in HTML.Think I might try throwing together a simple top-down game example in AFrame, packaging it with Electron, and blogging about the process. If it fails, well, we've then discovered another way to fail. AFrame is a little like a game engine in that you can build scenes in static HTML documents, complete with spatial audio, but then leverage _javascript_ and the DOM APIs to add dynamic/programatic behavior. Remains to be seen whether packaging the result in an Electron app and making it work with screen readers is too much of an adoption barrier.

URL: https://forum.audiogames.net/post/406324/#p406324




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net Forum — Developers room : kianoosh via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

I contacted godot developers and they told me that Someone else already asked them for accessibility and since they had to change a bit lots of stuff they said it'll take a lot of time if we do it and never seemed to do it. They gave me the same answer so no hope from that point. Although godot is open source

URL: https://forum.audiogames.net/post/406315/#p406315




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-18 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

We're long due for these kind of updates, though. I really need to get back to that whole Godot project. We need a proper engine around here. BGT has run its course, and besides, we need something that isn't just writing scripts. At the minimum, something for managing assets and mapping in a way that isn't just having to recreate a a game map system every time a new developer wants to work on something, or a developer is moving onto a different type of game.

URL: https://forum.audiogames.net/post/406159/#p406159




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-15 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

The difference though is that Epic Games' unreal engine is actually, uh, open source. Unity's isn't. So it might be possible sometime to add accessibility (for windows at least) to the editor at least. Either way... the big question is, is the audio games community actually ready to develop games using mainstream tools? Its not as easy as writing all your code in a few files, you know. You have assets, textures, blends, and so much more that the audio game development lifecycle just can never prepare you for.

URL: https://forum.audiogames.net/post/405626/#p405626




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-15 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

The difference though is that Epic Games' unreal engine is actually, uh, open source. Unity's isn't. So it might be possible sometime to add accessibility (for windows at least) to the editor at least.

URL: https://forum.audiogames.net/post/405626/#p405626




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-15 Thread AudioGames . net Forum — Developers room : zenothrax via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

Unfortunately, the unity project doesn't give a fuck about blind gamedevs. After all, why should they when they only care about the money? Companies like Unity Technologies and Epic Games wouldn't even consider adding accessibility to their engine, not when they can add a snazzy new graphics package or whatever for far less cha-ching. Sorry if I sound harsh as hell, I'm just sick of mainstream devs not giving a fuck, even when it would be absolutely worth it, in the long run, to make things accessible.

URL: https://forum.audiogames.net/post/405616/#p405616




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-15 Thread AudioGames . net Forum — Developers room : nyanchan via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

I was able to make the error log and compilation status speak, but those inaccessible dialogs are ... you know.

URL: https://forum.audiogames.net/post/405605/#p405605




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility for the blind and visually impaired

2019-01-15 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

We tried that a few years ago, it never happened. I doubt this will either.

URL: https://forum.audiogames.net/post/405527/#p405527




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Unity accessibility for the blind and visually impaired

2019-01-15 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Unity accessibility for the blind and visually impaired

Hello.I don't know whether this will help or not, but I published the following:https://feedback.unity3d.com/suggestion … y-impaired

URL: https://forum.audiogames.net/post/405498/#p405498




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Unity accessibility

2016-03-20 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Unity accessibility

Changed the topic info.I know that _javascript_ is one of the simplest cross platform language, and I have experienced coding a game using a _javascript_ game engine called Enchant JS. However, _javascript_'s audio support is not so good. Also, when loaded with different browsers, it sometimes changes its behavior or simply doesn't work.PureBasic and Python are the ones I'm really interested in. Python's useful libraries and PureBasic's lightweight executable module sound really nice. Want to learn sometime.Since I don't have MAC computer, I can't test iOS app development now. Buying a reasonable Android tablet and experiment with Corona is honestly much cheaper.I've tried Visual Studio some times, but couldn't get what I should do at all. Eventually, the installation info was broken for some reason, and I hated it.I've written some basic codes in C#, using the command line compiler which is in the windows f
 older, forgot the exact location though. I'm not really sure what can be done through command line, and what can't be done unless I use VS.

URL: http://forum.audiogames.net/viewtopic.php?pid=254464#p254464





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Unity accessibility

2016-03-20 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Unity accessibility

Hi Yukio,C# is another option for cross platform development, and in some ways the closest to Unity3D since they both use mono to work on operating systems other than windows.I have made C# apps that run on Windows and Linux because those are the operating systems I have easy access to, but Mac also supports mono.If you want C# to run on iOS or Android you have to purchase a special Xamarin license to do that.Unity3D also charges you to deploy to iOS or Android.If you use native dlls then you'll have to ensure you only use those that can compile on all your target platforms.There is a free framework called MonoGame that gives you a bunch of cross platform game related libraries.http://www.monogame.net/I'm pretty sure Xamarin Studio is not accessible, but Visual Studio is reasonably accessible and you could probably use the command line Xamarin tools to compile for the smart phone plat
 forms.Visual Studio is free, and it is free to compile for windows, linux, and mac.It looks like compiling for iOS requires a Mac.Unity3D is basically C# and mono, but they've added a bunch of helpful game libraries and tools, and gone to the effort of making sure they all run cross platform.MonoGame is similar, but not a commercial product so doesn't have the quality or broad set of tools that Unity3D has.And as mentioned, you purchase the ability to compile for iOS and Android directly through Xamarin, instead of through Unity3D who must have their own deal with Xamarin.All that said, this is just one option.I haven't compiled for the smart phones myself, but I have used C# and Visual Studio for a very long time, so can help with those if you went this route.And you would still want to verify that Xamarin has command line compilers.Good luck with whatever technology you choose.

URL: http://forum.audiogames.net/viewtopic.php?pid=254453#p254453





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Unity accessibility

2016-03-20 Thread AudioGames . net Forum — Developers room : pitermach via Audiogames-reflector


  


Re: Unity accessibility

If you want to develop for both PC and phones, web is probably the best option. If you want to do cross platform Windows and Mac development, Pure basic or python are good options - for pure basic you'll want to use an external library like bass instead of its built-in sound functions. For iOS and Android, you can look into corona which is what Liam used to make his audio archery game.

URL: http://forum.audiogames.net/viewtopic.php?pid=254452#p254452





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Unity accessibility

2016-03-20 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Unity accessibility

The closest thing I'm aware of to cross-platform is HTML5 and _javascript_, and only somewhat. And those seem to require any resources be loaded from the internet (every time; browsers have forbidden local files). And the audio APIs are a mess (the best bet seems to be howl.js).

URL: http://forum.audiogames.net/viewtopic.php?pid=254443#p254443





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Unity accessibility

2016-03-20 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Unity accessibility

So, what can Blind developers use for cross platform coding or smartphone app development?

URL: http://forum.audiogames.net/viewtopic.php?pid=254440#p254440





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Unity accessibility

2016-03-20 Thread AudioGames . net Forum — Developers room : ogomez92 via Audiogames-reflector


  


Re: Unity accessibility

Hiit's not really accessible. Don't bother. 

URL: http://forum.audiogames.net/viewtopic.php?pid=254433#p254433





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Unity accessibility

2016-03-19 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Unity accessibility

Hi.So, I'm interested in coding in Unity, but the interface is really hard to deal with as I expected.First, I installed Unity on my machine. Everything seems to be working fine. I haven't created my Unity account though.Second, I tried running Unity.exe, and it showed a kind of login screen. I'm not really sure because all I can read using NVDA are "email", "password", and "sign in". It seems impossible for me to create an account here because it says "alert, invalid email or password" when pressing the sign in button.After that, I tried to create an account from the website. Entering the required info, solving an audio puzzle, then a problem again. Couldn't control the "I agree" checkbox at all. Does anyone here use Unity? How should I set it up?

URL: http://forum.audiogames.net/viewtopic.php?pid=254338#p254338





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector