Re: string_contains in python?

2020-08-19 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: string_contains in python?

@3Just wondering, if you already googled this and got an answer that worked for you, why did you post?

URL: https://forum.audiogames.net/post/562699/#p562699




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Re: Py IDE?

2020-08-19 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Py IDE?

@12If there's a bug with VSCode, submit an issue. You can do it directly from the help menu.

URL: https://forum.audiogames.net/post/562726/#p562726




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Re: logic for creating maps in python

2020-08-19 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: logic for creating maps in python

So I thought I'd write you a little example to explain making a map file and a parser, then I realised that making parsers are a bitch.There's probably a few reasons to avoid parsers, but the main is validation.Say you create your map like @4 suggests, so you give each tile a numerical value. That's fine, but what if the map creator puts spaces between the characters? What if they type a letter instead of a number? or their number is out of range? What if they don't fill out the entire map? Do you fill the extra space with a "default" tile? Do you allow the map creator to specify the default?Better to make something like a command line (or GUI) based map editor, then dump the created maps using a language like YAML, or JSON.Then you can ignore validation errors, because if the person who created the map decides to fart about with the resulting map file, it's their loss when your program breaks.I've included a MAP file created with my own fledgling editor. As I'm sure you'll agree, it's quite complex, and not something you'd want to code by hand. That said, maps are complicated. If they're not, then they're simplistic. I'd wager that many of the best people for map creating are some of the worst for coding. Give them a lovely easy to use editor, and you'll be laughing.maps:
- ambiances:
  - sound: ambience\Lake.wav
x: 0
y: 0
z: 0
  default_surface_id: G7as96Ymnv3GczoWYaDBg5
  directions_2d:
  - north
  - north-east
  - east
  - south-east
  - south
  - south-west
  - west
  - north-west
  footstep_length: 0.5
  id: GQsnkuaqDQyZaNSphBVeAz
  max_x: 200
  max_y: 200
  start_facing: 0
  start_x: 0
  start_y: 0
  terrains:
  - end_x: 5
end_y: 5
start_x: 0
start_y: 0
surface_id: 6oFmgzkuYRAyrBc9HSXbfo
title: narrow path
  - end_x: 2
end_y: 2
start_x: 2
start_y: 2
surface_id: WRi82wWTpTmofhJgExnW9U
title: stone plaque
  title: Darkrise Forest
  turn_amount: 45
  wall_sound: wall.wav
- ambiances: []
  default_surface_id: 6oFmgzkuYRAyrBc9HSXbfo
  directions_2d:
  - north
  - north-east
  - east
  - south-east
  - south
  - south-west
  - west
  - north-west
  footstep_length: 0.5
  id: grQdN4HHzZrnoCf8aCyzUt
  max_x: 200
  max_y: 200
  start_facing: 0
  start_x: 0
  start_y: 0
  terrains: []
  title: Darkrise Village
  turn_amount: 45
  wall_sound: null
surfaces:
- footstep_sounds:
  - Surfaces\catwalk\Station1.wav
  - Surfaces\catwalk\Station2.wav
  - Surfaces\catwalk\Station3.wav
  - Surfaces\catwalk\Station4.wav
  - Surfaces\catwalk\Station5.wav
  - Surfaces\catwalk\Station6.wav
  - Surfaces\catwalk\Station7.wav
  - Surfaces\catwalk\Station8.wav
  id: CAndNXQagb39XMoTJUHtdP
  title: Catwalk
- footstep_sounds:
  - Surfaces\concrete\Room1.wav
  - Surfaces\concrete\room2.wav
  - Surfaces\concrete\room3.wav
  - Surfaces\concrete\Room4.wav
  id: 6oFmgzkuYRAyrBc9HSXbfo
  title: Concrete
- footstep_sounds:
  - Surfaces\duct\Duct1.wav
  - Surfaces\duct\Duct2.wav
  - Surfaces\duct\Duct3.wav
  - Surfaces\duct\Duct4.wav
  - Surfaces\duct\Duct5.wav
  - Surfaces\duct\Duct6.wav
  - Surfaces\duct\Duct7.wav
  id: Le52wgjqrWr8Usq3N7ekKb
  title: Duct
- footstep_sounds:
  - Surfaces\grass\Grass1.wav
  - Surfaces\grass\Grass2.wav
  - Surfaces\grass\Grass3.wav
  - Surfaces\grass\Grass4.wav
  - Surfaces\grass\Grass5.wav
  - Surfaces\grass\Grass6.wav
  - Surfaces\grass\Grass7.wav
  - Surfaces\grass\Grass8.wav
  id: G7as96Ymnv3GczoWYaDBg5
  title: Grass
- footstep_sounds:
  - Surfaces\gridwork\Ship1.wav
  - Surfaces\gridwork\Ship2.wav
  - Surfaces\gridwork\Ship3.wav
  - Surfaces\gridwork\Ship4.wav
  - Surfaces\gridwork\Ship5.wav
  - Surfaces\gridwork\Ship6.wav
  - Surfaces\gridwork\Ship7.wav
  - Surfaces\gridwork\Ship8.wav
  id: ZRhdNKbjyeVtoz4crS7U3W
  title: Gridwork
- footstep_sounds:
  - Surfaces\grit\Grit1.wav
  - Surfaces\grit\Grit2.wav
  - Surfaces\grit\Grit3.wav
  - Surfaces\grit\Grit4.wav
  - Surfaces\grit\Grit5.wav
  - Surfaces\grit\Grit6.wav
  - Surfaces\grit\Grit7.wav
  - Surfaces\grit\Grit8.wav
  id: WRi82wWTpTmofhJgExnW9U
  title: Grit
- footstep_sounds:
  - Surfaces\mud\Mud1.wav
  - Surfaces\mud\Mud2.wav
  - Surfaces\mud\Mud3.wav
  - Surfaces\mud\Mud4.wav
  - Surfaces\mud\Mud5.wav
  - Surfaces\mud\Mud6.wav
  - Surfaces\mud\Mud7.wav
  - Surfaces\mud\Mud8.wav
  id: CHMucvz9w2XCfP46mhcH9F
  title: Mud
- footstep_sounds:
  - Surfaces\sand\Sand1.wav
  - Surfaces\sand\Sand2.wav
  - Surfaces\sand\Sand3.wav
  - Surfaces\sand\Sand4.wav
  - Surfaces\sand\Sand5.wav
  - Surfaces\sand\Sand6.wav
  - Surfaces\sand\Sand7.wav
  - Surfaces\sand\Sand8.wav
  id: HBDBgnq9TJikXdG8Aa6xWk
  title: Sand
- footstep_sounds:
  - Surfaces\water\Water1.wav
  - Surfaces\water\Water2.wav
  - Surfaces\water\Water3.wav
  - Surfaces\water\Water4.wav
  id: bRD7uk6MWMG3keqAZQSwKv
  title: Water
title: Darkrise

URL: https://forum.audiogames.net/post/562703/#p562703




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Re: Even if not ideal, we wOne step closer to proper programming on Mac OS

2020-08-19 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Even if not ideal, we wOne step closer to proper programming on Mac OS

Might even be worth emailing Apple's accessibility team.

URL: https://forum.audiogames.net/post/562696/#p562696




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

2020-08-19 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


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

@27At the risk of hijacking this post, Google *do* care about accessibility: Talkback and ChromeVox are both evidence of this.

URL: https://forum.audiogames.net/post/562725/#p562725




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

2020-08-22 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


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

@31OK, I see your point, and I agree with it, sadly. It's a shame, because when they do something right (GMail for example), it's damn good.@33I kind of ignore Powershell, preferring the standard Command Prompt. Am I missing something great? I couldn't even figure out how to chain commands together in Powershell. I know there's no && in Command Prompt, but at least you can let stuff run one after the other with &.@36Good on you for learning _javascript_. Just beware that if you type something wrong, you'll get undefined, rather than any kind of error. It's _javascript_'s main downfall I reckon.Also, good luck getting people to run Web Apps on their mobile devices. I thought it was an amazing idea, but there's reason the phrase "There's an app for that" is ubiquitous.@38From what I've heard about Emacspeak, it's not designed to be intuitive, it's designed to be powerful.

URL: https://forum.audiogames.net/post/563556/#p563556




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Re: Why do people still use bgt?

2020-08-22 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Why do people still use bgt?

@42Thanks for the manual, I shall have a read, although it sounds like most of the good stuff is already in the 21st century anyways.@43OK, so that leave me even more confused as to why BGT is still hanging on, if everything it has to offer (plus more) is already implemented in Python haha.@44The exe thing sounds nice, although of course we have pyinstaller. I can see why BGT handling everything would be nice though.

URL: https://forum.audiogames.net/post/563589/#p563589




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Re: Earwax

2020-08-22 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@2Sorry, only just noticed this. You're absolutely right. I'll work on that now.I'd really like suggestions for new features, as well has how people would like to see them implemented (menus that make sounds is something I'm wondering how to best implement right now).

URL: https://forum.audiogames.net/post/563592/#p563592




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Re: help with walls (python) please?

2020-08-22 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: help with walls (python) please?

@13That's awesome! Did not know that. Thanks. Shame it's less readable than the normal way.

URL: https://forum.audiogames.net/post/563557/#p563557




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Re: Why do people still use bgt?

2020-08-22 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Why do people still use bgt?

As someone who hasn't actually learnt BGT, I wonder how feasible or difficult it would be to replicate it's feature set in Python?I mean, surely the functions could be converted like-for-like, then instead of saying "You use BGT, you're an idiot", you could say "If you're not interested in learning beyond BGT, you can learn a bit of Python and use this python-bgt library".Just a thought.If anyone has a copy of the BGT manual lying around that I could read, I'd be interested to do my own feasibility study.

URL: https://forum.audiogames.net/post/563550/#p563550




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

2020-08-22 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


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

@41Linters are great for finding errors, but I don't think they'll catch say:player = {
  'name': 'Chris Norman'
  'Rank': 'Awesome'
}

console.log(player.naime) // UndefinedCan't be sure though.MyPy under Python would definitely catch that, if you typed the class properly:class Player:
name: str
rank: str

def __init__(self, name: str, rank: str):
self.name = name
self.rank = rank

p: Player = Player('Chris', 'Awesome')
print(p.naime)Gives me:test.py:10: error: "Player" has no attribute "naime"; maybe "name"?Found 1 error in 1 file (checked 1 source file)

URL: https://forum.audiogames.net/post/563590/#p563590




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Re: help with walls (python) please?

2020-08-19 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: help with walls (python) please?

As an aside, for loops can be written as:for wall in walls:    if wall.colides(x, y):        breakelse:    print('No wall.')

URL: https://forum.audiogames.net/post/562943/#p562943




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

2020-08-19 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


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

@29I see what you're saying, and I absolutely agree with you on the Google Docs thing.All of that said, I've personally submitted issues against Crhome OS and accessibility, and they've been fixed in a version or 2. The recent changes to how verbose the battery readout is was an issue I raised. Sure others did as well - I'm not saying they only listen to me, but they are listening. Obviously whether or not they do something about it is a different matter.

URL: https://forum.audiogames.net/post/562946/#p562946




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Re: keyboard_handler help?

2020-08-27 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: keyboard_handler help?

2 blank lines after any top-level class or function. 1 blank line before anything that's inline.I run everything through flake8. After you've done being pissed off with it, and gotten used to knowing what it wants you to do, you can write clean code without any worries.AFAIK, all my code is pep8 compliant these days.

URL: https://forum.audiogames.net/post/564928/#p564928




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Re: Why do people still use bgt?

2020-08-27 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Why do people still use bgt?

@49If you're switching over to Python anyways, I'd love to point you at Earwax, which is a Python library I'm writing for making audiogames.So far it has 1 active user: me, and I'd love to get feedback from other developers.Also, I think it's got a lot to recommend it, and would like others to either agree and pat me on the head like a good doggy, or disabuse me of the notion, and explain why so I can improve things.

URL: https://forum.audiogames.net/post/564929/#p564929




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Re: Cytolk, cython extension over the tolk library

2020-08-27 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Cytolk, cython extension over the tolk library

Hey Paul, this is great stuff!!Pleas ekeep us updated if you get this on PyPi. I'd love to replace AO2 in my code with something that's being actively maintained.

URL: https://forum.audiogames.net/post/564999/#p564999




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Re: ai in my file player can only add 256 items to a list before crashing

2020-08-27 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: ai in my file player can only add 256 items to a list before crashing

Also, what sound library are you using? Maybe I'm missing something, but I didn't see a reference to anything I recognise.

URL: https://forum.audiogames.net/post/565000/#p565000




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Re: Cytolk, cython extension over the tolk library

2020-08-27 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Cytolk, cython extension over the tolk library

Hi Paul,Thanks for putting in on PyPi mate, that's great.However:(env) C:\Users\chris\src\earwax>python
Python 3.8.5 (tags/v3.8.5:580fbb0, Jul 20 2020, 15:57:54) [MSC v.1924 64 bit (AMD64)] on win32
Type "help", "copyright", "credits" or "license" for more information.
>>> from cytolk import load, detect_screen_reader
>>> load()
>>> detect_screen_reader()
(env) C:\Users\chris\src\earwax>pythonIs that because I haven't put the NVDA DLL in the current directory or something?Cheers.

URL: https://forum.audiogames.net/post/565031/#p565031




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Re: Earwax

2020-08-27 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

Nah, Earwax probably doesn't support Python2 either, and as I'm relying heavily on type hints, it's not going to either.Here's a direct link to download Python 3.8.5, 64 BIT.HTH.

URL: https://forum.audiogames.net/post/565033/#p565033




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Re: Audio formats with python gaming

2020-08-24 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Audio formats with python gaming

That entirely depends on what library you want to use.And yes, lots of audio games have been written in Python.

URL: https://forum.audiogames.net/post/564231/#p564231




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Re: Earwax

2020-08-24 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

OK, for anyone who's interested, earwax now has a configuration module, so you can write your game settings in a class and have earwax generate a settings page for you.It's all there in the documentation page.

URL: https://forum.audiogames.net/post/564235/#p564235




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Re: The Synthizer Thread

2020-08-24 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

You're a legend mate! Looking forward to reverb!Thanks so much for all your hard work, it's very much appreciated.

URL: https://forum.audiogames.net/post/564236/#p564236




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Re: Earwax

2020-08-30 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@19What piece is missing?@19I'd be lying if I said I understand your whole post. I'm going to read over it a few times to fully grasp the stuff you're on about (I've never heard of Cassowary for example), and I also think there is a big part of this that involves me analysing my own feelings.My instant response is "but a tile editor lets everyone make games and a solution that involves code raises the entry requirements in a way I'm not entirely comfortable with". I do stand by that, and my eventual solution was always going to be a rudimentary compiler of sorts: It'll take the objects created by the tile editor and turn them into code. In fact the whole of Earwax's building systems will work like that.You'll make your game and levels ETC, then the `build` command will turn them into:from earwax import Game, GameLevelgame = Game()
level_1 = GameLevel('Forest', game, id='asdf;lkj')
#...

levels = {
'asdf;lkj': level_1,
#...
}So there'll be no runtime parsing of anything. You'll just end up with a probably ugly - but hopefully working - python file you can run with `python game.py`.Also eventually a `compile` command that'll build, then run pyinstaller and pass it all the assets from the sounds folder ETC.Anyways, I'm digressing.I'll have a bash at your solution, if you don't mind me pinching the premise (crediting you of course)? I'll see how far I get, and hopefully by the time you want to create your MMO, most of the building system will be already written.What do you think of the idea of your Box class et al being put into a separate Python package? Maybe I'm not thinking through this enough, but it would seem if it's a system we both intend to use, it would be silly to write separate implementations. Plus, that gives you the advantage that - way down the line - people could use Earwax to build local versions of maps they chuck to your MMO for inclusion.With ambiances, do you have a suggested solution? I mean it would seem to be a problematic one, because the ambiance will have to either emit from all 4 corners of the box (might cause phasing issues), or you'd need to calculate the nearest coordinate on the ambiance grid to your player.

URL: https://forum.audiogames.net/post/565604/#p565604




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Re: Earwax

2020-08-30 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

I agree with both of you. Personally I quite like tile editors for quickly chucking together a level, but Camrlorn's right in so much as coming back to something later on is a little difficult. Maybe a way to "feel" around the map with a trackpad might be the way forward, it's an interesting possibility I should play with.Currently working on boxes, so I'll let yous know if I come up with something non-shit.

URL: https://forum.audiogames.net/post/565662/#p565662




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Re: Earwax

2020-08-30 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@27Thanks, I'm already starting with that. As I write my test map, it's becoming quickly apparent what tools I need, so I'm writing 'em.I really like the idea of events on each part of the map. It'll probably be a feature that won't make it into the tile editor, but you're right, Sable has brought about some cool stuff, and that's partly what's inspired this project.And yes, the GUI will get slapped over the top of whatever my end result framework ends up being.

URL: https://forum.audiogames.net/post/565718/#p565718




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Re: react-native/flutter opinions

2020-09-29 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: react-native/flutter opinions

@3It's an app for viewing Three Rings shifts and other volunteers ETC. Only useful if you volunteer for Samaritans or Nightline... may be other organisations using Three Rings that I don't know about.It's on my Github if you want to see the code.

URL: https://forum.audiogames.net/post/575470/#p575470




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Re: Earwax

2020-09-29 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

For anyone who's following this topic, Earwax now works with Game controllers.You can include buttons and hat positions in your actions:@level.action('Go left', symbol=key.A, hat_direction=hat_directions.LEFT)
...

@level.action('Fire weapon', symbol=key.SPACE, joystick_button=0)
...Only thing is I tried to reset the version on PyPi, since it's probably not production ready, and thanks to me autistically sticking to semantic versioning, we were already on version 9. Anyways, that didn't work, so it's actually impossible to install from Pypi thus far.I doubt that's a problem since I suspect I'm the only person using it.

URL: https://forum.audiogames.net/post/575472/#p575472




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Re: Sharing My Music and Sound Effects - Over 2000 Tracks

2020-09-30 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Sharing My Music and Sound Effects - Over 2000 Tracks

Just looked on your page on a whim. I absolutely love love love Desolate Streets in a Machine World!Good job!If I make something larger in the future, I'll definitely be checking your stuff out.

URL: https://forum.audiogames.net/post/575578/#p575578




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Re: Pyglet help

2020-09-30 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Pyglet help

@19search = 'LiB'  # Weird case just to prove a point.
song_name = 'Michael Jackson - Liberian Girl'
search.lower() in song_name.lower()  # is TrueIn the above code, we change all cases to lower because that means you don't have to be clever.Could always check the exact search to start with:results = set([x for x in filenames if x == search] + [x for x in filenames if x.startswith(search.lower()] + [x for x in filenames if search.lower() in x.lower()])
# I used a set to make sure there's no duplicates.HTH,

URL: https://forum.audiogames.net/post/575835/#p575835




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Re: Earwax

2020-09-30 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

OK,There's some on the docs, which are honestly a bit problematic because of a whole load of reasons I'll not bore you with.I've pasted the features document below, as taken from docs/source/features.rst (which I appreciate isn't really good enough):Implemented FeaturesAbility to separate disparate parts of a game into Level constructs.Ability to push, pop, and replace Level instances on the central Game object.Uses Pyglet’s event system, mostly eliminating the need for subclassing.Uses Synthizer as its sound backend.Both simple and advanced sound players, designed for playing interface sounds.A flexible and unobtrusive configuration framework that uses yaml.The ability to configure various apsects of the framework (including generic sound icons in menus), simply by setting configuration values on a configuration object which resides on your game object.Various sound functions for playing sounds, and cleaning them up when they’re finished.Different types of levels already implemented:Game board levels, so you can create board games with minimal boilerplate.Box levels, which contain boxes, which can be connected together to make maps. Both free and restricted movement commands are already implemented.The ability to add actions to earwax.Level instances with keyboard keys, mouse buttons, joystick buttons, and joystick hat positions.A text-to-speech system.An earwax command which can currently create default games.Feature RequestsIf you need a feature that is not already on this list, please submit a feature request.The following block of code is what is created with the command earwax new:"""A game created by `earwax new test.py` on 2020-10-01 05:29:35.902580."""

from earwax import Game, Level, tts

from pyglet.window import Window, key

game: Game = Game(name='New Earwax Game')
window: Window = Window(caption=game.name)

level: Level = Level(game)


@level.action('Test', symbol=key.T, joystick_button=0)
def test_game() -> None:
"""Prove your new game works."""
tts.speak('Earwax game working.')


@level.action('Quit', symbol=key.ESCAPE)
def do_quit() -> None:
"""Close the game window."""
window.dispatch_event('on_close')


if __name__ == '__main__':
game.run(window, initial_level=level)If you want to know anything else, please let me know.

URL: https://forum.audiogames.net/post/575838/#p575838




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Useful list-indexing trick

2020-09-30 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Useful list-indexing trick

Hi all,I just found this while googling, and it sort of blew my mind. I'm writing in Python, but I guess you could use this in any language.So if you've got a list of items you want to cycle through, it's obvious to go:current_index += 1
if current_index >= len(l):
current_index -= len(l)
elif current_index < 0:  # We can probably scroll back too.
current_index += len(l)
# Do stuff.Seems there is a quicker way, which seems to be foolproof, as well as a 1-liner:current_index = (current_index + 1) % len(l)
# Do stuffThis works because the % operator does modulus, which is to say it returns the remainder of trying to shove the number on the left into the number on the right: 10 % 3 is 1, because 3's into 10 go a maximum of 3 times, with 1 left over.Back to lists, given the listlike:>>> l = ['first item', 'second item', 'third item']
>>> l[0 % len(l)]
'first item'
>>> l[1 % len(l)]
'second item'
>>> l[2 % len(l)]
'third item'
>>> l[3 % len(l)]
'first item'
>>> l[-1 % len(l)]
'third item'
>>> l[-2 % len(l)]
'second item'My world has officially been rocked.

URL: https://forum.audiogames.net/post/575850/#p575850




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Re: Useful list-indexing trick

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Useful list-indexing trick

So for something like calculating degrees when turning, should I stick to the tried-and-tested method of checking for overflows?I never even considered that some operators might be more expensive than others.

URL: https://forum.audiogames.net/post/575986/#p575986




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Re: Earwax

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@61Thank you. I think it is, but that could be because I wrote it haha. I'd really love for some people to try using it, and see how far they get.Eventually I'd like to code a basic tile editor so people can build levels and have them converted into Python so that they can bind events and basically provide a minimal-code environment for audio game creation.That's a bit of a pipe dream currently though, primarily because I'm actually not all that clever, and I'm trying to fight with stuff I barely understand.

URL: https://forum.audiogames.net/post/575989/#p575989




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Re: Cytolk, cython extension over the tolk library

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Cytolk, cython extension over the tolk library

Nice work mate.What does that mean for creating new projects? Will you have to place the DLLs every time? Or will I eventually be able to just pip install -r requirements.txt and start coding?Cheers for your work mate, I very much look forward to not seeing deprication warnings from AO2 whenever I run the Earwax test suite.

URL: https://forum.audiogames.net/post/575987/#p575987




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Re: Console debugging under Windows

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Console debugging under Windows

Nope. Worst I can say with VSCode is that sometimes I press the up or down arrow key and braille shows the new line, while speech says the one I moved off.I'm sure that's more because this laptop is older than some of the programmers on this forum, and needs replacing.I'm sure there's some kind of psychosomatic thing that happens when switching to a new platform: You say how Linux is dead easy, and I've agreed with you when Ubuntu 6.10 rocked my world. These days, I get nothing but crashes and weirdness, same with OS X. Maybe it's because I expect them to fail? Maybe we should all go read up on the secret. It's not a problem of accessibility people, we're just not manifesting hard enough haha.

URL: https://forum.audiogames.net/post/575983/#p575983




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Re: Require Tolk.py assistance

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Require Tolk.py assistance

I'd be very cautious when changing the CWD. I bet that'll bite you eventually.

URL: https://forum.audiogames.net/post/575988/#p575988




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Re: Console debugging under Windows

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Console debugging under Windows

@5Ah lovely, thanks. I just assumed it was my laptop.

URL: https://forum.audiogames.net/post/576045/#p576045




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Re: Require Tolk.py assistance

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Require Tolk.py assistance

Well, for a kick off, what if you're running the code as a script, not from the directory with the DLL in it? It'll not find the DLL anymore.It just feels like a bad idea long term. Also, you probably don't need to do it. If you can already grab the full pat of the module file with __file__, you don't need to set the CWD.

URL: https://forum.audiogames.net/post/576043/#p576043




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Re: Cytolk, cython extension over the tolk library

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Cytolk, cython extension over the tolk library

@40 and @41How does AO2 get around it? I don't need to do anything when pip installing that.

URL: https://forum.audiogames.net/post/576081/#p576081




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Re: Useful list-indexing trick

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Useful list-indexing trick

@4Sorry, turning doesn't involve a list. I thought the whole thought, and only typed half of it.Thanks so much for the info.

URL: https://forum.audiogames.net/post/576080/#p576080




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Re: help getting started in Python

2020-10-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: help getting started in Python

Hi mate,So start off with stuff that's much simpler. I learnt from a book called "Learn Python The Hard Way", which I - paradoxically - found relatively easy.I mean, you're still learning an entirely new language, but it worked for me at least.Unlike BGT, Python isn't designed exclusively for audio games, so my irritating-sounding advice is to leave off thoughts of creating games for a good long time. If this were cooking, you'd be at the stage where you don't even know what a toaster is yet, and you're talking about making english-style pancakes, with flipping.Make some command line program, something that prints the sum of two numbers on the command line, something that prints the contents of a file, then alter those programs to take command line arguments, rather than hard coding the values.When you get there - because I hate hiding information from people - save yourself a lot of bother and use a game library.On the mainstream front, you've got Pyglet, and Pygame.If you want modules specifically for audio games, you've got Lucia, and Earwax.Honestly, there's a lot of work before you can even make use of the docs from the above packages, so enjoy the journey, and try not to rush yourself. You'll get to games in good time, but the more you bang your head against consepts that you'll ultimately struggle with, the longer it'll take.Probably do yourself a favour too, and install something like Notepad++, or Notepad2.There's definitely more powerful editors out there, chief among them is VSCode, but you won't need that power until you've started working with multiple files, and you're past the basic Hello world programs.For what it's worth, I don't care how old you are. If you want to learn, you go ahead and learn mate.Good luck, and let us know if you need help. Although try and Google first, because Googling is most definitely the first skill every programmer needs.

URL: https://forum.audiogames.net/post/576048/#p576048




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Re: react-native/flutter opinions

2020-09-27 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: react-native/flutter opinions

Hi,I've not used Reactive Native, but I have an app on the Play Store written with Flutter, so I guess it's all accessible, and easy enough to use.II've not go t amac to make stuff work for iOS, so someone else will have to comment on any particular (probably inevitable) quirks of the Apple ecosystem.

URL: https://forum.audiogames.net/post/574737/#p574737




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Re: music for games

2020-09-27 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: music for games

Thanks for showing us your demo, and for offering your services.

URL: https://forum.audiogames.net/post/574739/#p574739




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Re: The Synthizer Thread

2020-10-02 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@256Lovely, thank you mate. I really appreciate that.

URL: https://forum.audiogames.net/post/576487/#p576487




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Re: synthizer error

2020-10-03 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: synthizer error

Also, you never cleaned up your generator with generator.destroy(). Maybe put a sleep() call in there to wait for a while, before destroying stuff?HTH,

URL: https://forum.audiogames.net/post/576793/#p576793




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Re: creating doors for a 2d map

2020-09-17 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: creating doors for a 2d map

@6MMM, wish there was a setting somewhere. I hate being stood on the opposite side of the wall while something growls at me, only to be killed by the slightly quieter thing in the game room as me.Also, I hate dying, and losing, and being rubbish at first person shooters apparently. Think I'll blame Swamp's controls or something haha.

URL: https://forum.audiogames.net/post/571587/#p571587




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Re: How Did You Guys Learn to Code

2020-05-29 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: How Did You Guys Learn to Code

I think finding something as an end goal that you want to achieve is really helpful.For me it's this idea of VR, for you it might be washing machine firmware. Don't think it really matters.Break it down into smaller chunks, and hack away on it.Think of a chair: It's got a frame, which is made up of a material, then it's connected together with screws, or rivets, or welds or whatever. It's got a flat surface that you sit on, that could be wood, or more metas, or broken glass (if you're into that sort of thing). It usually has a covering, which is stitched or stapled or glued around the edge, then it may have a back, which is more frame-like stuff, possibly covered in more material stuff.Point is, the whole world is made up of modular bits that form cohesive wholes. Bits can be re-used: bikes, cars, trucks, trains, fire engines, and unicycles all have wheels. Think of the world, and the things you're making in terms of these little bits, and then you can start to break down your coding problems.I read a thing in an objective C book (I never finished learning objective C, in case you care). The author said how their young son was routinely confused by life, and didn't let it bother him. The author asserted that as we get older, we feel more clever, because we are confused less. They postulated that that wasn't necessarily the case, that adults simply avoid situations and ideas that confuse them.So try and be a child. Be happy with your confusion. Revel in the fact that every time you solve a problem, the grey blob in your head forms new connections, and you've just made yourself that little bit better at something.Also, and I know this one sounds a bit daft, but for me it's essential: if you have a partner that understands, that's a massive help! My wife knows nothing about programming, and doesn't want to, but sometimes when she gets the impression that I'm struggling, she'll ask me what the problem is. I explain it to her, as briefly and as unboringly as possible, and it actually helps a lot, to stop thinking like a coder for a while. Also, she accepts that sometimes I go into my head for days, and hardly talk, or forget to eat, and she's cool with that. I'm extremely lucky, and I hope that I repay the favour. But point is, coding is a very insular activity: I read somewhere you need a good 20-30 minutes to "get into the zone", and it's extremely easy to pop out, necessitating another 20-30 minutes to re-enter the zone. If you plan to start (or keep hold of) a relationship, having a person who understands can be so beneficial. Just make sure you do your bit too! Anyways, didn't mean to give relationship and coding advice all in one post, but there you have it. Hope it helps... or something.

URL: https://forum.audiogames.net/post/534477/#p534477




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Re: indentation, how to get used to it

2020-05-29 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: indentation, how to get used to it

Notepad2 works fine, because that's what I use (although I feel like I should grow up and use something better).Notepad++ goes further (like Camlorn said), so if you type try: and press enter, it automatically increases your indent level.

URL: https://forum.audiogames.net/post/534461/#p534461




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Re: The Synthizer Thread

2020-05-29 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

Hi Camlorn,This is great stuff, good work, as usual!!With respect to bindings for other languages, is that something you'd want to include in your repo? Or other peoples'?I'm using Dart for everything now, and would love to write bindings (when you say it's safe and OK to do so). While I'm perfectly happy for you to merge said bindings into your repo, it obviously then relies on me maintaining them, unless the API becomes so stable that they never need touching again.Probably something you've already thought about, but just in case you haven't, there's even more food for thought. 

URL: https://forum.audiogames.net/post/534459/#p534459




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Re: Your thoughts on VS Code

2020-05-29 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Your thoughts on VS Code

Hi,I've been trying on and off to use VS Code, and I quite like the look of it.NVDA's indent announcements don't seem to work in it though. Is that me? Or it?Cheers.

URL: https://forum.audiogames.net/post/534501/#p534501




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Re: Your thoughts on VS Code

2020-05-29 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Your thoughts on VS Code

@14: Ignore me... I'd turned on the wrong bloody profile. I was running with no speech interrupts, rather than indents being spoken haha.@16: Not sure why indent nav isn't working for you. I just checked it, and it works for me.

URL: https://forum.audiogames.net/post/534680/#p534680




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Re: The Synthizer Thread

2020-05-29 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@38: I'm not planning to use it on a phone. It may become useful when Flutter's desktop support gets good, or maybe there's some UI toolkits that are game friendly that I can use. I've not looked into any of this yet. Just saying, I'm more than happy to make Dart bindings if and when the time comes.

URL: https://forum.audiogames.net/post/534684/#p534684




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Re: help with endless map generation please?

2020-05-31 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: help with endless map generation please?

@7, be careful, as if the player can scan ahead, they'll get empty space at best, or tracebacks at worse.

URL: https://forum.audiogames.net/post/535305/#p535305




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Re: The Synthizer Thread

2020-05-31 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@40Desktop stuff is pre-alpha ATM. I just got a blank window when I tried. I reckon it'll be good when it gets there though.

URL: https://forum.audiogames.net/post/535311/#p535311




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Re: Your thoughts on VS Code

2020-05-31 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Your thoughts on VS Code

I've found that indentnav doesn't work quite right in VSCode, and a spot of googling turned up this extension, which I thought others might find useful.

URL: https://forum.audiogames.net/post/535361/#p535361




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Re: how to make actual apps with python

2020-05-31 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: how to make actual apps with python

I personally like the combination of Twisted (networking), Klein (web server), and Autobahn (websockets).Even if you're not planning to make a web client, websockets are a good choice for connectivity (in my opinion anyways), as they're portable, and will work on or off web. More importantly, standard TCP connections will not work on a web page, without a proxy, like the one used by RS Games for example.

URL: https://forum.audiogames.net/post/535306/#p535306




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WebAudio question

2020-06-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


WebAudio question

Hi all,I'm suspecting my googling hasn't worked more because I don't know what to google for, rather than because the information isn't out there, so feel free to tell me what to look for, rather than fixing my code.So I've got a webaudio listener, and I'm trying to pan sounds around it. Using the formula from Aprone's panning tutorial, movement seems to work fine on the player side, but sounds pan strangely. When they should be behind me, they sound off to the left and right for example.The code I've got is below. A couple of things I don't understand though, and probably should:- What "format?" is the web audio listener position in? I've read the AudioListener position docs, but there doesn't seem to be anything as simple as a "degrees to position" formula.- Should I be setting AudioListener.position*, or AudioListener.front*?The code below - as you'll see - was copied from Stack Overflow. Honestly, I have no clue what I'm doing with these numbers. Once they're set, I'll just forget about it.If I'm doing something terminally stupid by not understanding the values I'm manipulating, please feel free to direct me somewhere to educate myself. I'm not sure how useful the rest of trig (I don't even know how big the rest of trig is) would be to me, but if folks say I should know it, I'm more than happy to swat up.// Code modified from
// https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/orientationX
//
// convert degrees to radians and offset the angle so 0 points towards the listener
final double radians = (value - 90) * (pi / 180);
// using cosine and sine here ensures the output values are always normalised
// i.e. they range between -1 and 1
final double x = cos(radians);
final double z = sin(radians);
// we hard-code the Y component to 0, as Y is the axis of rotation
listener.forwardX.value = x;
listener.forwardY.value = 0;
listener.forwardZ.value = z;Thanks so much in advance.

URL: https://forum.audiogames.net/post/535607/#p535607




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Re: I want to lirn pithon but pithon doesn't want me to do so

2020-06-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: I want to lirn pithon but pithon doesn't want me to do so

With all due respect, Anything you're given at this stage is likely to confuse you rather than help you.Get used to non audio games first. Maybe write a guess the number game using print(), and input(), then move onto the heavier stuff.HTH,

URL: https://forum.audiogames.net/post/535807/#p535807




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Re: Audio wrapper for Python

2020-06-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Audio wrapper for Python

Do you get any error when you try and shuttle forward more than once? I would guess a massively resounding no for threads. They always seem lik a good idea, but they're not usually.

URL: https://forum.audiogames.net/post/535789/#p535789




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Re: WebAudio question

2020-06-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: WebAudio question

@5Yes, I should have said that before. Here's how my panners look when I create them:final PannerNode panner = commandContext.sounds.audioContext.createPanner()
  ..positionX.value = coordinates.x
  ..positionY.value = coordinates.y
  ..panningModel = 'HRTF'
  ..connectNode(output);commandContext.sounds.audioContext is an AudioContext instance.

URL: https://forum.audiogames.net/post/535821/#p535821




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Re: WebAudio question

2020-06-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: WebAudio question

OK... After thinking about what you'd said, I adjusted my coordinatesInDirection to the following, which gives slightly better results:Point coordinatesInDirection(Point start, double direction, {double distance = 1.0}) {
  final double rads = direction / 180.0 * pi;
  final double x = start.x + (distance * sin(rads));
  final double y = start.y + (distance * cos(rads));
  return Point(x, y);
}is that any closer to the right answer?Things are to the left and right when they should be, but I can't tell if stuff is in front or behind. Not sure if that's my ears, or Webaudio's inherent limitations. Also, when I get close to stuff, even if I'm facing it directly, it seems to slew off to one side.Thanks much.

URL: https://forum.audiogames.net/post/535804/#p535804




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Re: WebAudio question

2020-06-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: WebAudio question

@7I should have written I'm not letting the player tilt their head forward or backwards, rather than I'm not letting them turn it. I am going for FPS-style, so I do believe HRTF is what I want.Everything actually seems to be working now I've applied the formulas you gave me, and the stuff I put in @4.I set the up vector when I first instantiate the listener, so yes, it's getting done.Thank you both so much for your help. I do believe it mostly works now.

URL: https://forum.audiogames.net/post/535822/#p535822




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Re: WebAudio question

2020-06-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: WebAudio question

@2Thanks so much for that.So the code I have now, which I believe to be right from your instructions is:  set theta(double value) {
_theta = value;
final double rads = value / 180.0 * pi;
sounds.listener
  ..forwardX.value = sin(rads)
  ..forwardY.value = cos(rads)
  ..forwardZ.value = 0;
  }Does that look OK to you? The double . is Dart's cascade notation. It's still not panning the way I'd expect. As I turn my virtual back to an object, it moves to the left. Ahead objects are to the right. It's like that no matter which direction I walk in.The other thing is, if Aprone's trig is wrong, does that mean my function for getting the coordinates in a particular direction is also wrong? That could account for the panning being off.Point coordinatesInDirection(Point start, double direction, {double distance = 1.0}) {
  final double x = start.x + (distance * cos((direction * pi) / 180));
  final double y = start.y + (distance * sin((direction * pi) / 180));
  return Point(x, y);
}Finally, I'm not planning to let the listener move their head. From what you're saying, that would blow my tiny mind in unimaginary ways.Thanks again, I really appreciate all the help.

URL: https://forum.audiogames.net/post/535800/#p535800




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Re: WebAudio question

2020-06-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: WebAudio question

OK, after some stress testing, and a change to my list of directions so that directions look right, it's all working swimmingly. Thank you both so much for your help.

URL: https://forum.audiogames.net/post/535826/#p535826




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Re: creating doors for a 2d map

2020-09-16 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: creating doors for a 2d map

@4Swamp does that? I can't hear the softening at all. It's one of my main bugbears with it.

URL: https://forum.audiogames.net/post/571263/#p571263




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Re: Pyglet VS Pygame?

2020-09-16 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Pyglet VS Pygame?

I like that Pyglet doesn't require you to write your own event loop. It feels nicer to write with for myself, and there's none of this "pyglet.whatever.init" the whole time.

URL: https://forum.audiogames.net/post/571269/#p571269




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Re: Visual studio and NVDA

2020-10-24 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Visual studio and NVDA

@1Give VSCode a try too. I'm not sure of the differences, but VSCode seems to just work out of the box.There's some slowness with NVDA ATM, but I believe that is getting sorted, and it's still more than usable.

URL: https://forum.audiogames.net/post/582802/#p582802




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Re: am i choosing write way of producing stuf?

2020-10-26 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: am i choosing write way of producing stuf?

@8Could well be mate. I just set stuff up so it was convenient for me, but you could well be right about the whole naming convention thing.With the CTRL+P shortcut in VS Code, I guess it's a moot point, considering how lenient the search algorithm is.

URL: https://forum.audiogames.net/post/583669/#p583669




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Re: What is the best way to deploy django on a vps for learning purposes?

2020-10-26 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: What is the best way to deploy django on a vps for learning purposes?

If you want to forget all about web servers, just use the Django builtin web server for starting with.It hasn't got HTTPS, and it's not great, but it works.

URL: https://forum.audiogames.net/post/583666/#p583666




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Re: The Synthizer Thread

2020-10-26 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

@293Great work!!I've not tried it yet, but I shall do tomorrow if I get time.Thanks for all your hard work.

URL: https://forum.audiogames.net/post/583672/#p583672




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Re: Looking for light graphics design work

2020-10-26 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Looking for light graphics design work

When I put my app on the Play store, I used an image of a circle my wife pulled off the net, when I started moaning about the dimensions it wanted and she banged them into google. The "featured image" or whatever they called it was a selfie haha.Don't think the stores care all that much, so it's probably more about how much you do.

URL: https://forum.audiogames.net/post/583668/#p583668




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Re: am i choosing write way of producing stuf?

2020-10-25 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: am i choosing write way of producing stuf?

@4You can put _test at the end too, so you can navigate through files and functions more easily.Admittedly, I always name my functions starting with test_, but that's because I'm a creature of habit mor than anything else.@1If you're asking about the canonical way of doing stuff, then what the others have said is right. Your file structure should look something like this:module_name    __init__.py    folder 1        __init__.py        file_1.py        file_2.py        ...    file_1.py    file_2.py    ...tests    __init__.py    first_test.py    second_test.py    ...Of course, the files names don't matter, apart from the __init__.py, which Python likes to have in your module directories, especially the tests directory, where py.test looks for tests.Again, a +1 from me for py.test. It's what I use, and it gives you lots of nice stuff like:py.test --pdbDrops you into the Python debugger if something fails so you can test code with a REPL.

URL: https://forum.audiogames.net/post/583242/#p583242




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Re: The Synthizer Thread

2020-07-21 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

All good. I'm just using a source and changing its buffer property for now.You're doing some great work mate. Synthizer is a very nice piece of code thus far.

URL: https://forum.audiogames.net/post/554453/#p554453




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Re: Programming language groups for the blind community

2020-08-01 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Programming language groups for the blind community

Just Bing it?Haha, only joking. I have no clue, sorry mate. There used to be a blind-programmers group on Google Groups. Not sure if that one is still active though.Generally, once you've picked your language of choice, there's support groups for that particular language.Don't forget, for text-based programming languages - even the horrible ones like C, the act of writing code is always accessible; it's text after all. Your mileage will of course vary with things like IDEs, and compilation tools. I've heard that XCode is its own special kind of hell.Also, there's Stack Overflow et al for your questioning needs. Not specifically blind focussed obviously, but their aim is to answer all possible programming questions, and I've seen lots of a11y-related programming questions answered with great alacrity.

URL: https://forum.audiogames.net/post/557482/#p557482




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Re: error updating pip packages

2020-08-10 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: error updating pip packages

@2Why Anaconda out of interest? I've never used it - I just use virtualenv on its own.

URL: https://forum.audiogames.net/post/560200/#p560200




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Re: first letter navigation in python

2020-08-10 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: first letter navigation in python

@2You don't even need a timer. Just keep the last time a search was prformed as a variable, then next time, you can just do:if last_search_time is None or (time() - last_search_time) > search_timeout:
search_string = ''
search_string += current_search
...

URL: https://forum.audiogames.net/post/560196/#p560196




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Re: Accessible_output2 and Pyglet Title Issue

2020-08-09 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Accessible_output2 and Pyglet Title Issue

Are you sure you haven't told ao2 to speak __file__ or __module__ for debugging purposes? Also, just out of interest, why are you subclassing window, and not using the events framework?

URL: https://forum.audiogames.net/post/559742/#p559742




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Re: Programming language groups for the blind community

2020-08-02 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Programming language groups for the blind community

I'm not sure it's something you look into, so much as stumble across. If you search for a programming question on Google, youll 8 times out of 10 find the answer on Stack Overflow or one of its subsidiaries.

URL: https://forum.audiogames.net/post/557736/#p557736




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Re: Can any one please help me with this bullet class, python?

2020-08-02 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Can any one please help me with this bullet class, python?

A couple of possibilities:Firstly, you should probably use constants or an enum for directions, so you can't mistype, and therefore skip the if statements concerning directions. If you're not going to do that, at least do:if direction == "right:
# Whatever.
elif direction == "left":
# Whatever.
else:
raise NotImplementedError(f"Direction {direction} is invalid.")The other thing, is your penultimate line. I'm wondering, if you're using >= to check the x coordinate, will that still work if your bullet is moving down the x coordinate, as in to the left?HTH,

URL: https://forum.audiogames.net/post/557784/#p557784




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Re: error updating pip packages

2020-08-12 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: error updating pip packages

@4OK, thanks for the info.

URL: https://forum.audiogames.net/post/560848/#p560848




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Re: Multiple State Menus?

2020-08-12 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Multiple State Menus?

Hey all,I don't actually have anything useful to say at this point, but I wanted to thank the OP for asking the question, and all the awesome answers, because I'd forgotten about state-driven game development, and that was bad of me.Thanks for making me smart again! 

URL: https://forum.audiogames.net/post/560844/#p560844




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

2020-08-13 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


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

So I've got an app I've published to the Play Store. I really need it to go on the App Store too... From my reading, there's a fair few extra steps involved, all of which need to be done from a mac with XCode. Am I right in thinking this is going to be a pain in the arse? Am I better off finding someone I can pay to publish it for me?

URL: https://forum.audiogames.net/post/560997/#p560997




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Earwax

2020-08-13 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Earwax

Hi all,I've been working on a game library for my own use for a bit now, and thought it was maybe time to let the rest of the community loose with it.It's the library I used to make my Lucky Thirteen game, and I'm kind of expanding it as I need new features.Sound is pretty limited honestly, it uses Synthizer behind the scenes (although you could change that), but I haven't bothered abstracting much of it away yet, because I'm not sure what I need.Everything's documented, although I've not got a readthedocs page or anything like that. That is something I will look into, just not tonight.Anyways, the code can be found here, and of course you can pip install earwax.There's an example in the repo, or you can check out the Lucky Thirteen source if you want something bigger.I'll keep this thread for questions, suggestions or whatever else.If you've found a problem (I'm sure there's many), or you've got a well thought out issue, feel free to submit an issue.

URL: https://forum.audiogames.net/post/561222/#p561222




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Re: Can any one please help me with this bullet class, python?

2020-08-05 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Can any one please help me with this bullet class, python?

Hey @13If you get into the habit of using Flake8, it'll point out problems like not enough blank lines for you. It also does other useful things like checking variables that you use actually exist.That's what I used, paired with mypy for code checking.HTH.

URL: https://forum.audiogames.net/post/558495/#p558495




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Re: best python compiler

2020-08-05 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: best python compiler

HiI personally use Pyinstaller.It can do a single file (which I wouldn't recommend), or a folder.Just be aware that it doesn't do things like sounds without you telling it to. Check pyinstaller -h for details.FYI, you can't use a single file if you're including DLLs, or assets like sounds.There's also py2exe, but I found that required more configuration, and you had to write your own setup.py file, rather than Pyinstaller, which lets you use the command line script to build a .spec file, which it then uses for the actual build process.HTH.

URL: https://forum.audiogames.net/post/558497/#p558497




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Re: Can any one please help me with this bullet class, python?

2020-08-04 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Can any one please help me with this bullet class, python?

@10It's anything you want it to be. Maybe you're building a splinter missile that turns from 1 bullet into 10 when it moves past 2 tiles, maybe it's a subspace warp-enabled battle-bastard torpedo, and it should vanish as soon as it's fired, and only re-appear when it's about to hit it's target.Honestly, you can do whatever you like.Once you realise that stuff in games is rarely magic, you can stop being afraid of stuff. I mean, a magic spell in a game is probably an instance of a Spell class, with a custom animation, sound, whatever.

URL: https://forum.audiogames.net/post/558171/#p558171




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Re: JavaScript Problems

2020-08-04 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: _javascript_ Problems

Aren't we ignoring here that a and b are both strings, because that's what prompt produces?

URL: https://forum.audiogames.net/post/558175/#p558175




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Re: Handling Input in Pyglet

2020-08-04 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Handling Input in Pyglet

@4I think your question is twofold, so I'll answer it as such:Firstly, for key repeat in a game, what you want to do is this:When the key is pressed that you want to repeat, remember that it's been pressed, so you can stop it firing in on_key_release or whatever it's called.Next, run your function once. You do that, because the next step won't happen for a while.Thirdly, make a call to pyglet.clock.schedule_interval, with the interval you want. With my Earwax library, you can modify the interval on a key, so you can change how often a player can move for example. The change won't be acknowledged until the key is pressed again, but you can do it.Finally, as I hinted above, when the key is released, you use pyglet.clock.unschedule, to stop the function being called again and again. Also, don't forget to undo whatever flag you used in step 1.Now onto the next point about text editing, don't use key handling for that. There is a much better way, using Pyglet's Text and Motion events.They'll give you OS-dependant stuff. Again, earwax can do all that with its Editor class, if you don't fancy implementing the whole thing yourself.Reason I've not pushed Earwax much until now, is it's fairly new. I've not done anything for mice or gamepads yet, but it'll work for what you're trying to do, then you can submit bugs! 

URL: https://forum.audiogames.net/post/558174/#p558174




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Re: Quorum Studio 2.0 - Accessible Scene Editing

2020-07-08 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Quorum Studio 2.0 - Accessible Scene Editing

stefika wrote:Folks,... a few days. Folks can feel free to join that here: https://groups.google.com/forum/#!forum/quorum-languageI go to that page, and get the following:You do not have permission to access this content. (#418)Are you sure that's the right URL? I'm using Chrome, and I'm logged into my Google account.

URL: https://forum.audiogames.net/post/549961/#p549961




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Re: Android app and game development getting started

2020-07-09 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Android app and game development getting started

Personally, I've had fantastic results with Dart and Flutter.If you want to make games, your best bet seems to be Flame, although as far as I know, there's no stereo sound support.If you felt particularly masochistic, you could use left and right sound files and play them together, while adjusting their volumes.HTH.

URL: https://forum.audiogames.net/post/550357/#p550357




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Re: Quorum Studio 2.0 - Accessible Scene Editing

2020-07-09 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Quorum Studio 2.0 - Accessible Scene Editing

@39If there's networking, there's multiplayer. It's just a case of making it work for you. Same with Scoreboards.

URL: https://forum.audiogames.net/post/550356/#p550356




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Re: Proper disconnection with Podsixnet?

2020-07-09 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Proper disconnection with Podsixnet?

I've not used Python for a while, but Twisted used to be great for most networking stuff.

URL: https://forum.audiogames.net/post/550360/#p550360




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Re: Have you developed for Android?

2020-07-08 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: Have you developed for Android?

Hi,I have coded Crowflight, and A Three Rings viewer, which is probably of less interest, because it's for Samaritans, and not usable by most people.In any case, I can use Flutter fairly well, and am definitely up for being paid to do so again.

URL: https://forum.audiogames.net/post/550025/#p550025




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Re: best accessible IDE

2020-07-13 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: best accessible IDE

I second, third and fourth the VS Code suggestions. I'm blown away by how great it is.For anyone who doesn't know, Microsoft's new Pylance extension is pretty great.Not sure if it brings anything to the table, as I've only just started doing Python from within VSCode, but it's fast enough, and works with virtual environments.I just need to spend some time figuring out tasks, because they look really powerful, I just keep going back to the command line. 

URL: https://forum.audiogames.net/post/552018/#p552018




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Re: The Synthizer Thread

2020-07-13 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: The Synthizer Thread

Hey Camlorn,Dove back into Python today, and started playing around with Synthizer. Great work!There's a couple of minor problems with the Python code in the manual. Can I just submit a PR? Or do I have to oepn a n issue and all that piss about?Great work mate, this is fantastic! And really easy to use to boot.

URL: https://forum.audiogames.net/post/552013/#p552013




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Re: best accessible IDE

2020-07-14 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: best accessible IDE

@9Surely it would have been quicker to google than to ask here.@7I was confused when I first used it, so here's a rundown:In VSCode (called Code from here on out), you tend to open folders, rather than files (although you can open single files if you like).There's two main ways to open files: The explorer (Control Shift E), and Search files by name or whatever they call it (Control P like print).When you're in the files, there's a whole load of great ways to get around. Here's my favourites:To jump to specific symbols (class or function definitions and probably other things), press Control Shift O.If you've focused on a line like:print(f(1))With your cursor placed on "f" (which presumably is a function name in your code base), you can press F12 to jump to its definition.You can launch terminals with Control ' (apostrophe), and view all keyboard shortcuts (which you can search) with Control K, Control S. As in, you press Control K, then press Control S.You can move to the next problem or warning with F8, and the previous with Shift F8.If you forget all of these, press Control Shift P, and you get a list (searchable of course) of every command in the program. In that list, search for Python for example. You can select your environment (virtualenv for example), and run various stuff.A useful one in there (that I haven't bothered binding to a hotkey) is show notifications (found by searching for notification or anything less). There you tend to get useful stuff that you only need once, like the offer to install the Python extension when you first open a Python file.I've just started looking into tasks. If you've got a project you're writing in VSCode, it'll put a .vscode folder in the project tree. Here's my tasks.json file as an example, so you can see how I run my example.py file from the build tasks list (Control Shift B):{
// See https://go.microsoft.com/fwlink/?LinkId=733558
// for the documentation about the tasks.json format
"version": "2.0.0",
"tasks": [
{
"command": "env\\scripts\\python.exe",
"args": [
"example.py"
],
"type": "shell",
"group": "build",
"label": "Run Example Script",
"problemMatcher": []
}
]
}Finally, extensions (the market place is on Control Shift X) is a great place to find stuff you want to use.Hope this helps.

URL: https://forum.audiogames.net/post/552187/#p552187




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Re: best accessible IDE

2020-07-14 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: best accessible IDE

@16OK mate, thanks for the URL.

URL: https://forum.audiogames.net/post/552365/#p552365




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Re: help with sound_lib in python

2020-07-14 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: help with sound_lib in python

I don't want t be "that guy", but sound_lib is terrible as far as documentation goes.From memory, you can set is_looping on streams, which you get with something like:from sound_lib.output import Output
from sound_lib.stream import FileStream

output = Output()  # Just keep this lying around.

f = FileStream(file='whatever.wav')
f.is_looping = True
f.play()I've not tested that, so please don't take it for granted.A little bit of code I use all the time though:sorted(x for x in dir(whatever) if not x.startswith('_'))That's a really quick way of seeing all the members of a thing.HTH.

URL: https://forum.audiogames.net/post/552334/#p552334




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Re: help with sound_lib in python

2020-07-14 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: help with sound_lib in python

Also, you can't do 3d, but you can pan. I think it's the .position property maybe? Not sure though.

URL: https://forum.audiogames.net/post/552336/#p552336




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Re: help with sound_lib in python

2020-07-14 Thread AudioGames . net ForumDevelopers room : chrisnorman7 via Audiogames-reflector


  


Re: help with sound_lib in python

Also, Camlorn's Synthizer is a much better prospect.

URL: https://forum.audiogames.net/post/552367/#p552367




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