[Audyssey] Querying Timers In Functions Outside The Main Loop, and AI Question

2016-01-15 Thread Gavin Grundlingh

Hi all,

I'm writing a portable player class in BGT. I'm putting it into its own 
file to be included in other scripts. Is there a way to query timers, 
such as walk timers, jump timers, weapon timers, and so on, outside a 
main while loop? I'd like the class to have as many of its own 
predefined methods as possible.


Also, are there any good books or articles to read on artificial 
intelligence in games? I'm a complete newbie at getting enemies to 
appear to do their own thing on a board.


Regards,

Gavin

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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Gavin Grundlingh

Hi Philip,

Thanks so much. I can take this example and port it to a 2D scenario 
using vectors and the like. This is exactly what I've been looking for. 
Thank you.



On 1/6/2016 17:16, Philip Bennefall wrote:

Hi Gavin,

Assuming that you don't intend to let the user move in two dimensions 
(e.g. your map is only a 1d grid with left/right movement), you can 
implement jumping in a hacky way with a flag and a timer. BGT:ish 
pseudocode follows:


const int jump_limit_ms=200; // The amount of time the character must 
wait after landing before they can jump again.
const int jump_time_ms=800; // How long the character should stay in 
the air.

timer jumptimer;
bool jumping=false;;
if(key_pressed(KEY_J) and jumping==false and 
jumptimer.elapsed>=jump_limit_ms)

{
play jump sound;
jumping=true;
jumptimer.restart();
}

if(jumping and jumptimer.elapsed>=jump_time_ms)
{
play landing sound;
jumping=false;
jumptimer.restart();
}

Of course, you'll want to wrap this into a more modular player class. 
This is just a very basic starting point from which you can build 
further. Remember that with this setup it is perfectly fine for the 
player to move in the air; you just have to check the jumping flag to 
see if anything special should happen if the player moves onto a 
particular tile while jumping.


Note that if you do want your character to be able to travel in 2 or 3 
dimensions (e.g. proper movement), the procedure is more involved. You 
will then need to move the character on the x and y and possibly z 
axis depending on how high and how far they jump.


Good luck!

Kind regards,

Philip Bennefall

On 1/6/2016 4:07 PM, Gavin Grundlingh wrote:
Thanks for the code snippet, John. The problem is that wait pauses 
execution of the entire script, so while I'm in the air, I wouldn't 
be able to move, shoot, or anything else.



On 1/6/2016 17:04, john wrote:

Note that in the below, wait means execute your timer.
if(key_pressed(KEY_J))
{
height=1;//in the air
play(jump);
wait(700);
height=0;//on the ground
play(land);
}
And now whenever it matters if the player is jumped, just check the 
height

variable.

----------
From: "Gavin Grundlingh" 
Sent: Wednesday, January 06, 2016 9:54
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Making a Character Jump In BGT

Hi John,

Yes, I want to put the character back on the ground after the 700
milliseconds, but I don't know how to make that bit of code wait until
the jump timer is finished without using a second while loop, which 
will

break execution of the rest of my script.


On 1/6/2016 16:13, john wrote:

Are you putting the character back on the ground?

------
From: "Gavin Grundlingh" 
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" 
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it 
stay in
the air for the specified amount of time, but I can't figure out 
how to

make it land after that time has elapsed. I'll paste a code fragment
below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Gavin Grundlingh
Thanks for the code snippet, John. The problem is that wait pauses 
execution of the entire script, so while I'm in the air, I wouldn't be 
able to move, shoot, or anything else.



On 1/6/2016 17:04, john wrote:

Note that in the below, wait means execute your timer.
if(key_pressed(KEY_J))
{
height=1;//in the air
play(jump);
wait(700);
height=0;//on the ground
play(land);
}
And now whenever it matters if the player is jumped, just check the height
variable.

--
From: "Gavin Grundlingh" 
Sent: Wednesday, January 06, 2016 9:54
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Making a Character Jump In BGT

Hi John,

Yes, I want to put the character back on the ground after the 700
milliseconds, but I don't know how to make that bit of code wait until
the jump timer is finished without using a second while loop, which will
break execution of the rest of my script.


On 1/6/2016 16:13, john wrote:

Are you putting the character back on the ground?

----------
From: "Gavin Grundlingh" 
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" 
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it stay in
the air for the specified amount of time, but I can't figure out how to
make it land after that time has elapsed. I'll paste a code fragment
below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

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Re: [Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Gavin Grundlingh

Hi John,

Yes, I want to put the character back on the ground after the 700 
milliseconds, but I don't know how to make that bit of code wait until 
the jump timer is finished without using a second while loop, which will 
break execution of the rest of my script.



On 1/6/2016 16:13, john wrote:

Are you putting the character back on the ground?

--
From: "Gavin Grundlingh" 
Sent: Wednesday, January 06, 2016 4:33
To: "Gamers Discussion list" 
Subject: [Audyssey] Making a Character Jump In BGT

Hi all,

I'm trying to make a character jump in BGT. I managed to make it stay in
the air for the specified amount of time, but I can't figure out how to
make it land after that time has elapsed. I'll paste a code fragment below:

if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make
it work. Any feedback is appreciated.

Regards,

Gavin

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[Audyssey] Making a Character Jump In BGT

2016-01-06 Thread Gavin Grundlingh

Hi all,

I'm trying to make a character jump in BGT. I managed to make it stay in 
the air for the specified amount of time, but I can't figure out how to 
make it land after that time has elapsed. I'll paste a code fragment below:


if (key_pressed (KEY_J))
{
if (Jumper.elapsed >= 700)
{
Jumper.restart ();
JumpSound.play ();
}
LandSound.play ();
}

I have a suspicion that I'm missing something stupidly logical to make 
it work. Any feedback is appreciated.


Regards,

Gavin

---
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[Audyssey] How To Find a Specific Sound Effect

2015-11-11 Thread Gavin Grundlingh

Hi all,

I'm currently in the process of developing an audio game, and am looking 
for very specific robot sound effects. These effects can be heard in the 
2003 Ninja Turtles TV series that was done by Marage Studios and 
released by 4 Kids Entertainment, as well as the two Cartoon Network 
classics Samurai Jack and Powerpuff Girls.


I know a few of them come from the Series 6000 General library by Sound 
Ideas, and, obviously, they're not all labelled as sounds that can be 
used for robots. All kinds of things are used, including servo motors, 
forklifts, printers, automatic doors, etcetera.


What I want to know is, is there a way for me to find out which library 
a particular sound effect is from? I tried listening to the audio 
previews of many libraries online, but I can't seem to find what I'm 
looking for. The shows I mentioned above are the only ones I've heard 
that use these sounds, so either they're pretty rare, or they're just 
not used quite as often.


Regards,

Gavin
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[Audyssey] Creating Moving Enemies In BGT

2015-11-08 Thread Gavin Grundlingh
Hi all,

Could someone please reply to me off list about the following issue I'm having?

I'm trying to create a game board with moving enemies on it. I've created an 
enemy class with various properties and methods, and each time I spawn an 
enemy, I store it in a global enemy array that I also reference using my 
position. The problem is, say I'm at position 10 and the enemy spawns at 
position 4, I can't destroy it when it gets to position 10 because its position 
in the array doesn't change. How can I fix this? Also, how do I put enemies of 
different types inthe array?

Regards,

Gavin
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Re: [Audyssey] jim kitchen's games

2015-08-07 Thread Gavin Grundlingh

Hi Josh,

In Windows 8 and above, setting the User Account Control notification 
level slider to 0 does not automatically disable UAC entirely as it did 
in Windows 7. To fix this, you need to go into Local Security Policy.


1. Go to the Run dialog and type secpol.msc.

2. Navigate to Security Settings > Local Policies, > Security Opeions.

3. Look for the option that says, "User Account Control: Run all 
administrators in Admin Approval Mode". This setting will either be set 
to Not Configured or Enabled.


4. Press Enter on this setting, select the Disabled radio button, and 
hit OK..


Hipe this helps.

Regards,

Gavin

On 8/6/2015 20:43, Josh K wrote:

hi
in windows10 when I try installing a game into c:\program files 
x86\kitchensinc\ it says cannot write output files. this is because in 
windos10 and 8 and above it won't let even administrators write to 
those folders. well if i try copying files into those folders it lets 
me but only after i click the continue with automatic administrator 
rights button. so how do i make it like windows7 where i can freely 
install such games? also in regards to espeak this windows10 
restricting me from modding such files will also prevent me from 
modifying espeak variant files. is there a way to fix this?





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[Audyssey] 3D Audio Using Multiple Files Per Sound

2015-07-23 Thread Gavin Grundlingh
Hi all,

I'm developing an audio game using BGT. Since it doesn't support 3D
audio, I'm splitting each sound up into 4 mono files (one left, one
right, one inverted left, and one inverted right). So, my questions
are:

1. Do any of you know the correct mathematical calculation for volume
and pan to make transitioning between these four files realistic?

2. Since code is only ever executed one line at a time, is there a way
to ensure that the files are perfectly in sync with one another when
starting playback on them?

3. Which is the better format to use for said sounds, as far as
synchronization issues are concerned? Wav or ogg?

Thanks in advance for any feedback.

Regards,

Gavin

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