[Audyssey] game development

2015-02-22 Thread Marvin Hunkin
Hi.

Well.

I then don't have to deal with cros os, and trying to check, only cross
browser.

So will use html 5 and javascript, unless, some one else comes up with some
thing better.

Maybe asp dot net.

If any one has developed a mobile web based game for the blind and the
sighted.

Would like to know about that.

Thanks.

Marvin.

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Re: [Audyssey] game development

2015-02-22 Thread Travis Siegel
Devana is written using php and javascript.  It's accessible, and it's also 
opensource.  The version that's up for download needs some serious help to be 
100% accessible, but it's doable, it just takes a great deal of time tracking 
down all the places tags need to be added in the code to make it work properly.
However, it is possible, I made it happen with a previous version of the code.
The reasofn I mention that, is because with a hosted game like devana, making a 
mobile blind friendly version is as simple as having your app launch a web 
view, and connect to the server hosting the game, and, poof, instant accessible 
mobile version of your game.
Cheating, yes, I know, but that's exactly what some of the game developers do.

On Feb 22, 2015, at 7:00 PM, Marvin Hunkin wrote:

 Hi.
 
 Well.
 
 I then don't have to deal with cros os, and trying to check, only cross
 browser.
 
 So will use html 5 and javascript, unless, some one else comes up with some
 thing better.
 
 Maybe asp dot net.
 
 If any one has developed a mobile web based game for the blind and the
 sighted.
 
 Would like to know about that.
 
 Thanks.
 
 Marvin.
 
 ---
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Re: [Audyssey] game development

2015-02-22 Thread Scott Chesworth
Out of interest, have you posted this question on audiogames.net?
There are a few developers who hang out there because they prefer
forums to mailing lists. Maybe one of them will throw another option
for you to consider.

Scott

On 2/23/15, Marvin Hunkin startrekc...@gmail.com wrote:
 Hi.

 Well.

 I then don't have to deal with cros os, and trying to check, only cross
 browser.

 So will use html 5 and javascript, unless, some one else comes up with some
 thing better.

 Maybe asp dot net.

 If any one has developed a mobile web based game for the blind and the
 sighted.

 Would like to know about that.

 Thanks.

 Marvin.

 ---
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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] game development questions

2015-02-21 Thread Thomas Ward
Hi Marvin,


Hmm..I hadn't thought of that, but yes Javascript is definitely an
option here. I'm not a big fan of Javascript as a game programming
language, but it should do what you want it to do here. Although, I
can not claim to be any kind of expert with it as I only have limited
experience with it personally.

As for C# it is not necessary to put a space between the C and the
number sign. In fact it looks a little weird the way you have written
it since C# should be written with the C and number sign together as I
have written it.

Cheers!


On 2/21/15, Marvin Hunkin startrekc...@gmail.com wrote:
 Hi.

 Want to use any os or mobile platform

 Mike fox, who is on the progra...@freelists.org.

 Suggested I should do it html 5 and java script.

 So thinking of doing that.

 Did not think about java.

 Will ask my lectuer.

 Well.

 Yes, working my way through c # material.

 Completed the visual studio and c# materials.

 Then will do the first assignment,which will be a c # application.

 Then once done, will then work through the wpf materials, then assignment
 for that, then get to the mobile programming subject.

 So.

 Mike fox, suggested I do html 5 and java script.

 Which will get around, all issues.

 Thanks.

 Marvin.

 Ps: want to target any os, windows mobile,ios, android, linux, mac, even
 blackberry, as it will just use html 5 and java script.

 Apart from different browser settings, etc.

 So.

 How to make it accessible for the blind and visually impaired.

 He sent me a couple of games already floating around, and also a audio
 tutorial for the wrappers for audio for html 5.

 Thanks.

 Any other insights would be great.

 Will be web based, html 5, and java script, and can do this in visual
 studio
 community edition 2013.

 Will ask my lectuer, if it can be done in java.

 Do have some  with using java.

 And have got eclipse.

 Marvin.experience

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Re: [Audyssey] game development questions

2015-02-20 Thread Thomas Ward
Hi Marvin,

I'm afraid you are going to have to get a lot more specific for anyone
to answer your questions here. To begin with what mobile platform or
platforms are you intending to target. Knowing this will greatly help
us give advice pertinent to your questions.

For example, you mention working with text to speech. The problem here
is that working with text to speech on iOS, Android, and Windows
Mobile are all completely different, no one size fits all solution, so
either you have to pick one specific platform to target or design a
wrapper around each text to speech API and trigger the right one
depending on which platform is being used.

Sound is similarly going to differ based on target platform. There
isn't a one size fits all solution here for audio API. At least not if
you are planning on using C#.

If you have to write a web based game I'd suggest Java using the Java
Sound API as it is better equipped for what you are trying to do. C#
is a great programming language, but it isn't the right tool for this
particular job. Java would be far more suited to this kind of project.
That said, if you have to use C# I'd say focus on Windows mobile as
that would be the proper environment for C# development.

Cheers!


On 2/19/15, Marvin Hunkin startrekc...@gmail.com wrote:
 Hi.

 I am a blind programming student doing a certificate iv in programming from
 http://www.upskilled.edu.au and they use http://www.lynda.com video
 training, and they are redesigning their site for screen readers, and will
 be one of the beta testers, once they redesign.

 Okay, for one of my programming subjects, to do a mobile application.

 So working on and thinking about doing a web based accessible space
 invaders
 game.

 So I have visual studio 2013 community edition on windows 8.1 64 bit
 enterprise, running on a Toshiba satellite pro c-50-a machine.

 And using jaws 16 pro.

 So.

 I did have eyesight when I was younger.

 Just turned 50 last week.

 Now.

 I remember playing space invaders.

 So.

 How would I go about doing the sound, and also, a function to turn on the
 text to speech, as it needs to be web based, accessible on any mobile
 device, and also visually appealing to sighted users.

 Any ideas.

 Working my way through c #, and have just done the visual studio material.

 And then only wpf subject to get through, then to do the first subject in
 the programming cluster.

 First subject was research writing a research paper, and a procurement
 paper, and  three screen readers, jaws, nvda, window-eyes.

 And got a pass for that.

 Marvin.

 Ps: once handed up the first assignment, then will work through the next
 section, working with xml, then the mobile application subject.evaluated

 ---
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[Audyssey] game development questions

2015-02-20 Thread Marvin Hunkin
Hi.

I am a blind programming student doing a certificate iv in programming from
http://www.upskilled.edu.au and they use http://www.lynda.com video
training, and they are redesigning their site for screen readers, and will
be one of the beta testers, once they redesign.

Okay, for one of my programming subjects, to do a mobile application.

So working on and thinking about doing a web based accessible space invaders
game.

So I have visual studio 2013 community edition on windows 8.1 64 bit
enterprise, running on a Toshiba satellite pro c-50-a machine.

And using jaws 16 pro.

So.

I did have eyesight when I was younger.

Just turned 50 last week.

Now.

I remember playing space invaders.

So.

How would I go about doing the sound, and also, a function to turn on the
text to speech, as it needs to be web based, accessible on any mobile
device, and also visually appealing to sighted users.

Any ideas.

Working my way through c #, and have just done the visual studio material.

And then only wpf subject to get through, then to do the first subject in
the programming cluster.

First subject was research writing a research paper, and a procurement
paper, and  three screen readers, jaws, nvda, window-eyes.

And got a pass for that.

Marvin.

Ps: once handed up the first assignment, then will work through the next
section, working with xml, then the mobile application subject.evaluated 

---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] game development questions

2015-02-20 Thread Marvin Hunkin
Hi.

Want to use any os or mobile platform

Mike fox, who is on the progra...@freelists.org.

Suggested I should do it html 5 and java script.

So thinking of doing that.

Did not think about java.

Will ask my lectuer.

Well.

Yes, working my way through c # material.

Completed the visual studio and c# materials.

Then will do the first assignment,which will be a c # application.

Then once done, will then work through the wpf materials, then assignment
for that, then get to the mobile programming subject.

So.

Mike fox, suggested I do html 5 and java script.

Which will get around, all issues.

Thanks.

Marvin.

Ps: want to target any os, windows mobile,ios, android, linux, mac, even
blackberry, as it will just use html 5 and java script.

Apart from different browser settings, etc.

So.

How to make it accessible for the blind and visually impaired.

He sent me a couple of games already floating around, and also a audio
tutorial for the wrappers for audio for html 5.

Thanks.

Any other insights would be great.

Will be web based, html 5, and java script, and can do this in visual studio
community edition 2013.

Will ask my lectuer, if it can be done in java.

Do have some  with using java.

And have got eclipse.

Marvin.experience 

---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Game Development, Accessibility, and a Future worth Fighting For

2014-12-19 Thread Paul Lemm
Hi Dakotah,,

Agree with you totally on this, although I have no idea what Indy developers
earn, I'm pretty sure  it's not enough   to live off and definitely nowhere
near as much as a programmer working full time for a corporate company

 I know a sighted friend who  developed a sighted  game for IOS and it
definitely didn't make him rich , yeah sure people downloaded  it  and he
made a little cash  but nowhere near the kind of money he makes in his day
job , but he did the game more for fun than profit.  yes like you said audio
games is a nitch market which does mean  a small customer base, but this is
also a positive  as pretty much any good game  that is brought out  most
people that play audio games  will  hear about it as unlike the main stream
indie market with thousands of games being released all the time  any new
game is easily over looked   and difficult  to get people to play, whereas
the audio games market small that it is  through lists like this and audio
games forums  most people will hear about the game and if its got a demo
give it a try  and I think you can't get that kind of exposure in the main
stream market due to the quantity of games being produced , and of course if
you can get people to play the demo and the price is right people will buy
it, think the proof is  in Jeremy's email where he said he made $12,000 out
of swamp and yes I know this isn't enough to live off but it shows blind
people  will pay for a good game

Just an afterthought after my above ranting, please don't any developers
take this the wrong way and as if I am having a go at developers, as its not
at all I think the work all developers of audio games do is fantastic and
there are some audio games I play time and time again  and marvel at the
work put into these  games  and take my hat off to each and every developer
putting his or her time into creating these games, I just wanted to point
out some of the positive side of audio game programming  and on that note
think both Jason (from entombed) and Jeremy (from swamp  and many others
too) are both sighted developers (apologies if I have that incorrect( but
I'm pretty sure both have said in email comments how much they enjoy
programing for our nitch market since the people  and feedback is so much
more positive than the feedback from main stream games where feedback is
more often than not only given when people have something negative to say

Paul 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dakotah
Rickard
Sent: Friday, December 19, 2014 12:52 AM
To: Gamers Discussion list
Subject: [Audyssey] Game Development, Accessibility, and a Future worth
Fighting For

We have had much discussion, of late, on a topic we usually discuss
thoroughly about every year, sometimes every few months. That topic is game
development, its costs, its profits, its hazards. We resort to comparisons
with the major game studios, comparisons with major mainstream games we have
encountered or heard about. I have had, finally, a clarifying thought, and I
intend that it reach all of the blind players and developers of audiogames
that it possibly can.
I have two discrete, separate topics. First, the fact that developers of
games for the blind, by extension audiogames, by extension games in general
don't make much money from it. Second, we are a niche market, at this point,
primarily due to lack of awareness, lack of exposure, and lack of
confidence.
First, Developers of audio games don't make living wages. However, neither
do developers of most of the games out there for sighted folks.
Mojang, the people who made the popular indie game Minecraft, may be rolling
in the dosh, but they're a remarkable, phenomenal story, I'm not saying that
you have to work for a triple A publisher:
Electronic Arts, etc. to make good money, but what I am saying is that we
should remember that we're indie developers, that we play indie games. When
games for the blind in general, and audiogames in specific, came to be a
thing, Indie wasn't a word at all associated with games. Now, especially
because of the ease of entrance into the mobile space and the presence of
tremendous online markets for PC and Mac, most of the games out there are
Indie games. For people unfamiliar with the term, this means they are
developed by an independent individual or small team. They aren't made by
huge organizations, giant studios, or wealthy individuals. I think that this
is a necessary perspective when considering how much we might make by
developing software for blind gamers.

The second part of this is the new revolution in the mainstream gaming
world. Game audio in general is a lot more useful and a lot more important
than it was. I couldn't play popular Bioware title Mass Effect in its
entirety, but I could play one of the minigames, scanning planets, perfectly
well. I could identify, with apparently startling accuracy, direction and
distance of enemies. I can locate enemies

Re: [Audyssey] Game Development, Accessibility, and a Future worth Fighting For

2014-12-19 Thread Cara Quinn
Hi Dakotah,

You know I was literally just about to write a message very similar to yours, 
but in response to Valiant.

While his note almost exactly reflects my story of late, I agree with your 
sentiments here one hundred percent!

Not sure if everyone knows here, but after my work with Audio Quake, (Jedi 
Quake) Josh (from Draconis) approached me about working with them. Another 
audio game company that you all know, also approached me but I had already 
agreed to join Draconis.

Because of my Audio Quake and Draconis experience, I realized that I could 
write a mobile app which was very important to me. It is a GPS app called 
Breadcrumbs.

LookTel found out about it, purchased it from me and then hired me to work on 
it, in addition to the other LookTel projects.

This really ties both your and Valiant's notes together in my opinion, as I 
felt it was important to share my above story so that the members of our 
community can realize that we all have mad skills which we can use to help 
ourselves and to also contribute to the world. Yes, I'm not developing games 
per se, but I am working on projects which benefit this community.

I consider myself blessed every day to be able to do this and be well-payed for 
it.

It's so very important that people not take no for an answer, and just try as 
much as you can; do as much as you can. You may not realize that you have 
talents that people want. You absolutely do though. I cannot emphasize this 
enough! :)

I never went to school for coding. I supported myself in the entertainment 
industry, modeling, teaching guitar / music theory, writing, etc.

so I never expected to find myself working as a professional software developer.

I must say that I am so glad that I am! :)

-And, I have many in this community to thank for it; Matthew and Sebby (with 
Audio Quake) Josh (with Draconis) Thomas (with USA Games) and of course the 
LookTel team for believing in me and inviting me to be involved with them. 
Every single one of you rocks!

As Dakotah said, this is not idealism talking, this is real life. Stories like 
mine actually happen and they happen to people like us in this community.

The opportunities we have now are much much greater than ever before. One 
developer (for very little money, all things considered) can write an app, and 
get it on the App Store or Google Play Store etc for example and actually make 
money with it, reach thousands (possibly millions) of people and become known 
this way. You can literally touch lives this way. You can make a real 
difference for people in the world.

I wrote my app because I needed it. -And there was nothing like it out there, 
and I thought others might like it. I did not wait for anyone else to do it. 
What I did not know, I learned. There are many people in this community with 
incredible skills and talents.

Some use them for hacking / cracking. Some use them for game-development. Some 
use them for other things. My point is that we can contribute. We can improve 
not only our own lives but the lives of the people around us and those of the 
wider communities of which we are a part.

When we help each other, we help ourselves.

to bring this back to gaming, sure, we all would like to see more audio games. 
Maybe some of us cannot contribute much money to such projects but we all can 
contribute something, whether it be time, expertise, other resources etc. If 
you do not wait for others to do things for you, you may be surprised at what 
you find you can do.

Conversely, if you really cannot do something, do not be afraid to find someone 
who can, and find out what you can offer to them that they might need, so that 
you both benefit. Does this make sense?

Sometimes the old saying is quite true, Necessity is the mother of invention. :)

Okay, that's enough from me for now.

I hope this note helps someone.

I wish you all a lovely weekend and happy holiday season!

Cheers!

Cara

---
iOS design and development - LookTel.com
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Dec 18, 2014, at 5:52 PM, Dakotah Rickard dakotah.rick...@gmail.com wrote:

We have had much discussion, of late, on a topic we usually discuss
thoroughly about every year, sometimes every few months. That topic is
game development, its costs, its profits, its hazards. We resort to
comparisons with the major game studios, comparisons with major
mainstream games we have encountered or heard about. I have had,
finally, a clarifying thought, and I intend that it reach all of the
blind players and developers of audiogames that it possibly can.
I have two discrete, separate topics. First, the fact that developers
of games for the blind, by extension audiogames, by extension games in
general don't make much money from it. Second, we are a niche market,
at this point, primarily due to lack of awareness, lack of exposure,
and lack of confidence.
First, Developers of 

[Audyssey] Game Development, Accessibility, and a Future worth Fighting For

2014-12-18 Thread Dakotah Rickard
We have had much discussion, of late, on a topic we usually discuss
thoroughly about every year, sometimes every few months. That topic is
game development, its costs, its profits, its hazards. We resort to
comparisons with the major game studios, comparisons with major
mainstream games we have encountered or heard about. I have had,
finally, a clarifying thought, and I intend that it reach all of the
blind players and developers of audiogames that it possibly can.
I have two discrete, separate topics. First, the fact that developers
of games for the blind, by extension audiogames, by extension games in
general don't make much money from it. Second, we are a niche market,
at this point, primarily due to lack of awareness, lack of exposure,
and lack of confidence.
First, Developers of audio games don't make living wages. However,
neither do developers of most of the games out there for sighted
folks.
Mojang, the people who made the popular indie game Minecraft, may be
rolling in the dosh, but they're a remarkable, phenomenal story,
I'm not saying that you have to work for a triple A publisher:
Electronic Arts, etc. to make good money, but what I am saying is that
we should remember that we're indie developers, that we play indie
games. When games for the blind in general, and audiogames in
specific, came to be a thing, Indie wasn't a word at all associated
with games. Now, especially because of the ease of entrance into the
mobile space and the presence of tremendous online markets for PC and
Mac, most of the games out there are Indie games. For people
unfamiliar with the term, this means they are developed by an
independent individual or small team. They aren't made by huge
organizations, giant studios, or wealthy individuals. I think that
this is a necessary perspective when considering how much we might
make by developing software for blind gamers.

The second part of this is the new revolution in the mainstream gaming
world. Game audio in general is a lot more useful and a lot more
important than it was. I couldn't play popular Bioware title Mass
Effect in its entirety, but I could play one of the minigames,
scanning planets, perfectly well. I could identify, with apparently
startling accuracy, direction and distance of enemies. I can locate
enemies and follow my dog around in Fable II, a mainstream roleplaying
game made by Microsoft/Lionhead Studios. Many games now offer, or
rely, on audial cues to tell players something important is coming.
This means we are approaching a point of choice. We are approaching an
important crossroads. If we stop treating ourselves as a niche in
which nobody is interested and start trying to actually get our games
out there, maybe we can become a little more mainstream ourselves.
I'm not just being idealistic. Do you guys think that every player of
Swamp is blind? I and my friends haven't played in a while, but I used
to get my sighted wife, and two of my sighted best friends involved
with that one. We had such good times. The reason is that Swamp was
immersive. It wasn't riddled with beeps, boops, clicks, and other
obvious blindness related stuff.
What about the Somethin' Else games: Papa Sangre 1 and 2, The
Nightjar, and Audio Defense? Are those blind games or are they audio
games? Is every player blind or can every player hear?
Even Entombed, an obvious game which is fantastic by our standards but
rather lackluster by the standards of mainstream games of ten years
ago or many indie games today, was enjoyed by several of my friends.
I suggest that we are a niche market, at least in part, because we're
used to being a niche market. How many games out there run with
absolutely awful graphics, and sighted people love them. Steam,
Valve's online game database and platform, contains truly thousands of
games like these. Even popular entries from the well-known developers
Choice of Games are now on Steam, and those are so old school it's
cool!
As a side note, I have to offer a little advice, especially when
considering the demographics of the supposedly niche market we are in.
We have to stop comparing our works to major titles like Final
Fantasy. We also have to stop pricing our games like them. When an
Indie developer can sell their so so RPG for $5 to $10, we can't
justify tripling that. Why? Because our developers are also indie
developers. If we continue to expect to be a niche, then that's all
we'll be. Instead of trying to convince fat cats and major studios
that our few thousand blind buyers would make it worth their time to
put in the few tweaks necessary to make their multi-million dollar
games playable, let's start by asking the indie developers, the folks
who, like our own gamemakers, are hoping for a few extra buys to make
Christmas just a bit more special, to change their mindset for future
projects. Let's get the word out there about our games, try to get
noticed, try to advocate for something that will actually bridge the
gap.
Back briefly to game audio, and 

Re: [Audyssey] game development

2007-06-02 Thread Davy Kager
I won't use any non-essential Windows stuff except from DirectX. So, I won't 
use .NET. Maybe later when it becomes even more common. Further, I found 
that when Dev-C++ can compile something it ain't necessarily perfect code. 
When I moved to Visual C++, my whole code became buggy. Now it'll compile 
warningless (which is great), but this might stop some beginners.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 02, 2007 12:12 AM
Subject: Re: [Audyssey] game development


Hi Davy,
Sometimes Visual C++ can generate clueless errors, but most of the time
the errors make sense.  The thing is if you are first learning the
fundimentals of C++ fine go and use Devc++, but it's not going to help
you with the .NET libs which modern Windows apps now use.
Let's face it .NET Framework 2.0/3.0 is the reality, and older Windows
APIs like MFC are in the toilet.


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Re: [Audyssey] game development

2007-06-01 Thread Jim Kitchen
Hi Thomas,

Yes, actually all programming languages even Basic have strict punctuation and 
spelling rules.

BFN

 Jim

C programmers don't have the BASIC instincts.

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] game development

2007-06-01 Thread Davy Kager
Even though it's a strict language I do really like C++ (and Visual C++ 8, 
which is used to build your programs).
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 01, 2007 4:34 AM
Subject: Re: [Audyssey] game development


Hi Charles,
Right. Seriously everyone, languages such as C++ have strict punctuation
rules that must be followed, or the app will not even compile let alone run.
Strings of text must be surrounded by quotation markes, end of lines
must be terminated with cemmi-colens, commas are used to make logical
line breaks, braces are used to start and end blocks of code, etc...
Most languages C++, C#, Java, etc use the same punctuation rules so it
is necesary to use them properly.

Charles Rivard wrote:
 For some programming, you will need to know and use punctuation.  Starting
 to work on it now, in every day use, will help a great deal.
 --
 If guns cause crime, then pencils cause misspelled words.



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Re: [Audyssey] game development

2007-06-01 Thread Thomas Ward
Hi Davy,
yeah, C++ is probably my second favorite language. C# i nicer as it i 
les complicated, but I still do my fair share of C++ coding under Linux 
and C# for Windows.


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Re: [Audyssey] game development

2007-06-01 Thread Davy Kager
Oh, I want to say this in case someone is going to try out C++... I won't 
start with Visual Studio (the development environment), because it can drive 
one crazy with clueless errors. I'd start with some easier and less strict 
tool like Dev-C++, which is certainly not as powerful but still very nice. 
Maybe someone will find this useful when he/she reads it in the archives or 
whatever.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 01, 2007 9:35 PM
Subject: Re: [Audyssey] game development


Hi Davy,
yeah, C++ is probably my second favorite language. C# i nicer as it i
les complicated, but I still do my fair share of C++ coding under Linux
and C# for Windows.


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Re: [Audyssey] game development

2007-06-01 Thread Thomas Ward
Hi Davy,
Sometimes Visual C++ can generate clueless errors, but most of the time 
the errors make sense.  The thing is if you are first learning the 
fundimentals of C++ fine go and use Devc++, but it's not going to help 
you with the .NET libs which modern Windows apps now use.
Let's face it .NET Framework 2.0/3.0 is the reality, and older Windows 
APIs like MFC are in the toilet.


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Re: [Audyssey] game development

2007-05-31 Thread Thomas Ward
Hi Charles,
Right. Seriously everyone, languages such as C++ have strict punctuation 
rules that must be followed, or the app will not even compile let alone run.
Strings of text must be surrounded by quotation markes, end of lines 
must be terminated with cemmi-colens, commas are used to make logical 
line breaks, braces are used to start and end blocks of code, etc...
Most languages C++, C#, Java, etc use the same punctuation rules so it 
is necesary to use them properly.

Charles Rivard wrote:
 For some programming, you will need to know and use punctuation.  Starting 
 to work on it now, in every day use, will help a great deal.
 --
 If guns cause crime, then pencils cause misspelled words.
   


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Re: [Audyssey] game development

2007-05-31 Thread Thomas Ward
Hi Jamie,
The best web service for programming  education out there is
http://safari.oreilly.com

Jamie Coady wrote:
 hi know any one know of where i can get tutoriels to help me learn 
 programming and also the programme its self please thanks
   


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Re: [Audyssey] game development

2007-05-31 Thread Jamie Coady
Thanks I will give it a go. Thanks

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 01, 2007 3:36 AM
Subject: Re: [Audyssey] game development


 Hi Jamie,
 The best web service for programming  education out there is
 http://safari.oreilly.com

 Jamie Coady wrote:
 hi know any one know of where i can get tutoriels to help me learn
 programming and also the programme its self please thanks



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[Audyssey] game development

2007-05-29 Thread Josh
Hi,

Has anyone developed an audio game using python? It seems like python may be 
easier to use than visual basic. But I don't know how good its direct-x 
features are.

Josh

email: [EMAIL PROTECTED]
msn: [EMAIL PROTECTED]
AOL: kutztownstudent
skype: jkenn337


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Re: [Audyssey] game development

2007-05-29 Thread Jamie Coady
hi know any one know of where i can get tutoriels to help me learn 
programming and also the programme its self please thanks
- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 29, 2007 7:58 PM
Subject: [Audyssey] game development


 Hi,

 Has anyone developed an audio game using python? It seems like python may 
 be
 easier to use than visual basic. But I don't know how good its direct-x
 features are.

 Josh

 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


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Re: [Audyssey] game development

2007-05-29 Thread Charles Rivard
For some programming, you will need to know and use punctuation.  Starting 
to work on it now, in every day use, will help a great deal.
--
If guns cause crime, then pencils cause misspelled words.
- Original Message - 
From: Jamie Coady [EMAIL PROTECTED]
To: Josh [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Tuesday, May 29, 2007 2:47 PM
Subject: Re: [Audyssey] game development


 hi know any one know of where i can get tutoriels to help me learn
 programming and also the programme its self please thanks
 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, May 29, 2007 7:58 PM
 Subject: [Audyssey] game development


 Hi,

 Has anyone developed an audio game using python? It seems like python may
 be
 easier to use than visual basic. But I don't know how good its direct-x
 features are.

 Josh

 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


 ___
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Re: [Audyssey] game development

2007-05-29 Thread damien c. sadler - head of x-sight interactive
descent into madness seems to be run off python.

regards,

damien




- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 29, 2007 7:58 PM
Subject: [Audyssey] game development


 Hi,

 Has anyone developed an audio game using python? It seems like python may 
 be
 easier to use than visual basic. But I don't know how good its direct-x
 features are.

 Josh

 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web. 


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Re: [Audyssey] game development

2007-05-29 Thread Sean Mealin
Hi;
Check out:
http://www.blindprogramming.com
They have some tutorials to get you started; but they are a bit out of date.
What you most likely want is C#, VB2005, or C++.

C# is easy to work with; it is from Microsoft. It has a small learning
curve, but all programming languages do. It is really well supported by
DirectX; the library that handles playing sounds.

Visual basic is also by Microsoft; it has more keywords rather than symbols,
such as C# or C++. It is not as supported by DirectX, but a lot of the
accessible game developers use it anyway.

C++ is the most difficult language; it gives you a lot of power, and a lot
of chances to really mess up. It is the language that video game developers
use.

DirectX is by Microsoft; it is not a language but a set of libraries that
help pan, fade and play sounds. It can do much more; it has libraries for
input, sound, and video. It also has a networking component.

You can get C# or Visual Basic compilers (a compiler turns code in to an
executable) from Microsoft's website.

Please ask any more questions if you have them.

Sean
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Jamie Coady
Sent: Tuesday, May 29, 2007 3:47 PM
To: Josh; Gamers Discussion list
Subject: Re: [Audyssey] game development

hi know any one know of where i can get tutoriels to help me learn 
programming and also the programme its self please thanks
- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 29, 2007 7:58 PM
Subject: [Audyssey] game development


 Hi,

 Has anyone developed an audio game using python? It seems like python may 
 be
 easier to use than visual basic. But I don't know how good its direct-x
 features are.

 Josh

 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 



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Re: [Audyssey] game development

2007-05-29 Thread Jamie Coady
thanks i will give it a go smile.
- Original Message - 
From: Sean Mealin [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org; 'Josh' 
[EMAIL PROTECTED]
Sent: Tuesday, May 29, 2007 10:31 PM
Subject: Re: [Audyssey] game development


 Hi;
 Check out:
 http://www.blindprogramming.com
 They have some tutorials to get you started; but they are a bit out of 
 date.
 What you most likely want is C#, VB2005, or C++.

 C# is easy to work with; it is from Microsoft. It has a small learning
 curve, but all programming languages do. It is really well supported by
 DirectX; the library that handles playing sounds.

 Visual basic is also by Microsoft; it has more keywords rather than 
 symbols,
 such as C# or C++. It is not as supported by DirectX, but a lot of the
 accessible game developers use it anyway.

 C++ is the most difficult language; it gives you a lot of power, and a lot
 of chances to really mess up. It is the language that video game 
 developers
 use.

 DirectX is by Microsoft; it is not a language but a set of libraries that
 help pan, fade and play sounds. It can do much more; it has libraries for
 input, sound, and video. It also has a networking component.

 You can get C# or Visual Basic compilers (a compiler turns code in to an
 executable) from Microsoft's website.

 Please ask any more questions if you have them.

 Sean
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Jamie Coady
 Sent: Tuesday, May 29, 2007 3:47 PM
 To: Josh; Gamers Discussion list
 Subject: Re: [Audyssey] game development

 hi know any one know of where i can get tutoriels to help me learn
 programming and also the programme its self please thanks
 - Original Message - 
 From: Josh [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, May 29, 2007 7:58 PM
 Subject: [Audyssey] game development


 Hi,

 Has anyone developed an audio game using python? It seems like python may
 be
 easier to use than visual basic. But I don't know how good its direct-x
 features are.

 Josh

 email: [EMAIL PROTECTED]
 msn: [EMAIL PROTECTED]
 AOL: kutztownstudent
 skype: jkenn337


 ___
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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[Audyssey] Game development was Sryth question

2006-09-11 Thread Thomas Ward
Hi Don and all,
This is a bit off topic for this particular list, but since many of you 
are interested in the subject of game development I'll answer 
yourquestions so that all of us are on the same page. Smile.
As for obtaining Visual Studio Express 2005 you can download and install 
the compilers and IDEs
for free from
http://www.microsoft.com/vstudio/express
As a Window Eyes user myself I can't answer your question about Jaws 
accessibility, but Window Eyes 5.5 does quite well with the IDE out of 
the box with no sets/scripts. Although I made some set files to improve 
access in a few areas. For Jaws users you will need to experiment and 
find out how accessible it is to Jaws without scripts.
As for some pointers I have started writing my code in notepad rather 
than the IDE that ships with Visual Studio. Reason is Visual Studio does 
allot of changing colors, highliting, have error messages marking 
mistakes, which might be helpful but drives screen readers mad.
What I do is I write my code in notepad, open the IDE link the file to 
my project, and then compile, and debug using the IDE, but the actual 
major coding is done in Windows notepad.
Hth.




Don Voyles wrote:
 Hi Tom!

 I have a question, where can I get the c-sharp.net  program for
 programming and do I need to get a patch for jaws to make it work? Also, is
 there any other advice you can give me on using this software program?

 Thank You and Regards!!
   


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Re: [Audyssey] Game development was intro

2006-09-10 Thread Sean Mealin
Hi everyone;
I am a few days behind on email, so that is why I am replying to this so
late. 
Just so people know; there is a list dedicated to stuff like this; check out
http://lists.agdev.org/cgi-bin/mailman/listinfo/agdev-newbies

Sean Mealin

-Original Message-
From: Thomas Ward [mailto:Thomas Ward [EMAIL PROTECTED]] 
Sent: None
To: Gamers Discussion list
Subject: Re: [Audyssey] Game development was intro

Hi Rachel,
Yes, I think C#.net, (called C-Sharp,) is a good starter language. I'll 
explain a bit about myself and why I feel that way.
When I was in college taking Computer Science courses I took a course in 
basic C++ and an advanced C++ course. I found that the language was 
powerful, but there is allot of knolege needed to write a simple Windows 
application. If you were to write something in C++ an esential book to 
read would be Windows Programming by Microsoft press. The book is 
something like 1000 or 1200 pages long and some of the code you need is 
dificult for a beginner is extremely complicated. 
In 2001/2002 Microsoft decided to come out with their .NET platform, and 
one of the new languages was C#.NET. One of the things that has made 
C#.NET popular amung amature and professional programmers is Microsoft 
has simplified many basic tasks for drawing buttons, Windows, and other 
controls. They used the Visual form editor from Visual Basic, and gave 
it the power of a C++/Java style language without all the complication 
involved with it.  Now, days using C#.NET just go to your project menu 
and tell it to add a new Windows form, and it generates one for you. 
Want to add a new class go to projects ask it to add a class and it 
will, and then you can modify the generated class to your needs. If you 
want to add a button, timer, listbox, etc go to the toolbox drop one on 
to your form, and modify it to your needs. It speeds up development at 
the same time simplifying things for you.
One of the powers of C#.NET and even VB.NET is you don't need to know 
allot of info on how Windows works to write good apps. All you need to 
know is what classes are in what framework dll files, and you can then 
create what is known as an object to access the properties in that class.
For example, lets assume you have a simple form called window. Look how 
easy it is in C#.NET to change the width and height of the window using 
objects and built in classes.

window.Height = 300;
window.Width = 300;

Our object is called window. The Height and Width variables belong to 
window, and you can change them thus actually effecting the width and 
height of the window being shown. Pretty simple and cool right?
Another reason I suggest going with C#.NET is it's growing support from 
Microsoft as well as professional and amature developers. At one time 
Microsoft DirectX use to come with Visual Basic 6 and C++ examples. 
Well, since DirectX 9.0 and later the only two languages now officially 
documented and supported is C++ and C#.NET, and there is very little to 
no official support for VB.NET although it can work with DirectX 9 if 
you fight with it and know what you are doing. Since C#.NET has been 
released to the public in 2002 there have been a handful of C#.NET books 
written about game programming, and only one that I know of for VB.NET, 
and the one VB.NET book was terrible at best. To ice the cake, as it 
were, when Kickstart DirectX 9 came out to show off the new features for 
DirectX 9 it was done in C#.NET not VB.NET or C++. That really says 
support for C#.NET is growing and the Visual Basic languages are slowly 
in decline.
The final point is that on non Windows operating systems such as Mac OS 
and Linux they use a .NET Framework called mono. If memory serves me 
correctly it can run almost any precompiled .NET binary, but the mono 
compiler will only except C#.NET source code if someone on those 
operating systems was doing .NET development.
So by and large in 2003 when I opened U.S.A. Games I saw the simplicity, 
the power, etc in C#.NET and chose it as my game development language. I 
have never regreted my decision. I know enough about other languages to 
write my games in VB, C++, Java, etc however C#.NET has proven not to 
disappoint me, and I really enjoy it. I can easily recommend it to 
anyone interested in writing accesible games.



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Re: [Audyssey] Game development was intro

2006-09-05 Thread x-sight interactive
hey shaun i could give you msvs98 (visual studio 6 enterprise) if you should
really want it, just getting it to you though. that's if you want to learn
vb or c++ or something. that does have some rather useful tools with it.

regards,

damien




- Original Message -
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 05, 2006 12:52 AM
Subject: Re: [Audyssey] Game development was intro


 Not to mention all the downloads.
 I have msxml I think, not sure.
 I have the directx that comes with xp and the latest mdac from windows
update.
 So thats like 9mb gone.
 But dx9 is 50mb, dotnet 1 is 30 and dotnet 2 is also 30 so 110mb.
 Then there are the packs for both which come to another 30mb maybe
 less, so 160mb for all that.
 I havn't had any issues on any system with all those loaded.
 However I'm always upgrading things.
 I have every kit on the devkit damon has collected.
 I have autoit, python with pygame, pysonic, pymidi pytts and pyaa.
 My latest addition is mde from nasa that does math programming and
 sound speech and other things.
 Ofcause with all that and other stuff both my hard drives are about
 full, both internal and external only 40gb.
 I'm probably going to buy a 500gb external at the end of the year to
 pour all my mp3s and other stuff on.
 And well for a while that should releave the situation.
 At 08:30 a.m. 5/09/2006, you wrote:
 thing is though with all these .net applications is you need more
libraries
 than are necessary. that's the only problem i find, net framework this,
data
 access components that, microsoft xml the other, bearing in mind that on
 some systems, mine included, a program written in vb.net that uses direct
x
 8 and the net framework tends to bring up one of those crash dialogs.
 
 at least with a language like c++ the only real essential library you
need,
 like one written in vb6, is direct x, and i don't know how you guys feel
 about this, but it must be the right version. if you go too early you'll
be
 very limited, but if you go too late then it's going to be a bit of a
pain
 for the average computer user, let's just say. of course the other thing
is
 some people are just very cautious with upgrades, not only because of
 security, but privacy and compatibility also.
 
 regards,
 
 damien
 
 
 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, September 04, 2006 8:02 PM
 Subject: Re: [Audyssey] Game development was intro
 
 
   Hi Rachel,
   Yes, I think C#.net, (called C-Sharp,) is a good starter language.
I'll
   explain a bit about myself and why I feel that way.
   When I was in college taking Computer Science courses I took a course
in
   basic C++ and an advanced C++ course. I found that the language was
   powerful, but there is allot of knolege needed to write a simple
Windows
   application. If you were to write something in C++ an esential book to
   read would be Windows Programming by Microsoft press. The book is
   something like 1000 or 1200 pages long and some of the code you need
is
   dificult for a beginner is extremely complicated.
   In 2001/2002 Microsoft decided to come out with their .NET platform,
and
   one of the new languages was C#.NET. One of the things that has made
   C#.NET popular amung amature and professional programmers is Microsoft
   has simplified many basic tasks for drawing buttons, Windows, and
other
   controls. They used the Visual form editor from Visual Basic, and gave
   it the power of a C++/Java style language without all the complication
   involved with it.  Now, days using C#.NET just go to your project menu
   and tell it to add a new Windows form, and it generates one for you.
   Want to add a new class go to projects ask it to add a class and it
   will, and then you can modify the generated class to your needs. If
you
   want to add a button, timer, listbox, etc go to the toolbox drop one
on
   to your form, and modify it to your needs. It speeds up development at
   the same time simplifying things for you.
   One of the powers of C#.NET and even VB.NET is you don't need to know
   allot of info on how Windows works to write good apps. All you need to
   know is what classes are in what framework dll files, and you can then
   create what is known as an object to access the properties in that
class.
   For example, lets assume you have a simple form called window. Look
how
   easy it is in C#.NET to change the width and height of the window
using
   objects and built in classes.
  
   window.Height = 300;
   window.Width = 300;
  
   Our object is called window. The Height and Width variables belong to
   window, and you can change them thus actually effecting the width and
   height of the window being shown. Pretty simple and cool right?
   Another reason I suggest going with C#.NET is it's growing support
from
   Microsoft as well as professional and amature

Re: [Audyssey] Game development was intro

2006-09-05 Thread shaun everiss
I think so damon.

At 07:44 p.m. 5/09/2006, you wrote:
ah. yes i suppose you're right, i don't have much experience in proper
programming. i suppose that's why i struggle a lot. then again i should know
more as time goes on as i learn new technique and things.
do any of you guys think i'll make it?

regards,

damien




- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 05, 2006 12:20 AM
Subject: Re: [Audyssey] Game development was intro


  Hi Damien,
  That is true. DirectX is better and easier to program with for games and
  multimedia.  I think you are getting things confused do to your personal
  lack of programming experience. So let me clarify things.
  Let us say you are writing a game. You are going to want to use DirectX
  for your graphics, sound, input handling, etc... However, DirectX may
  not be all that is needed. Let us say you need some settings dialogs for
  setting game settings etc... Then, you will likely need stuff from the
  win32 API to build the dialog boxes and to save and restore games etc...
  So in all what I am saying use DirectX in your C++ applications, but
  there is still some Win32 stuff you may need in the game as well.
 
 
 
  x-sight interactive wrote:
   hmm? interesting. when i brought that comment up a few months ago i got
   replies back saying that direct x was a lot better and easier to program
   with.
  
   regards,
  
   damien
  
 
 
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Re: [Audyssey] Game development was intro

2006-09-05 Thread Don Voyles
Hi Tom!

I have been listening  to this conversation and I find it very
interesting. I have thought about taking computer science and your
explanation has greatly encouraged me.

Thanks!



- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 04, 2006 12:42 PM
Subject: Re: [Audyssey] Game development was intro


 Hi Damien,
 I'm probably getting a tad bit off topic from game development, but I
 feel this is an important point. Are you aware of the different levels
 of programming languages?
 In computer science we place all programming languages in one of three
 catagories: low level, intermediate level, and high level. Which ranks
 them not only by complexity but design and function.
  An example of a low level programming language is assembly. It is
 perhaps one of the most complex languages to know and learn, but is at
 the very core of operating systems, and is extremely powerful in it's
 relm of low level operations such as system drivers, kernels, etc...
 However, C and it's sister language C++ also can be used to write low
 level code and do low level operations. C is at the very core of Linux
 which is what the Linux kernel is written in.
 Then, we have the intermediate level languages. I would say the majority
 of C++ applications fall in the relm of intermediate level. It's not as
 complex as assembly but light years more powerful and complicated than VB.
 Finally, you come to the high level languages. Languages like VB,
 C#.NET, Java, fall in the high level catagory. They are much easier to
 learn then lower level languages, and high level operations such as a
 notepad program, scripting a web page, calculating a few numbers, an
 audio game, etc... The languages can't do low level stuff, but are easy
 to learn and very effective at what they do in their high level
operations.
 My point in saying all this is when you call C++ a proper programming
 language, it is the understatement of the century. C++ happens to be
 able to be used in high level operations suchas C++.NET all the way down
 to low level operations like kernels, drivers, and run operating
 systems. Everyday devices such as cell phones, MP3 walkmans, cash
 registers,  etc are written with C++ driving the operating systems for
 those devices. Simbian OS which comes on most cell phones was written in
 C++.
 So let's give C++ the title it deserves as the language of languages. It
 is perhaps the most flexable and powerful commonly used programming
 language known to man.


 x-sight interactive wrote:
  autoit is a language that is, i must admit, very limited. when making a
game
  with autoit you have to use a COM object called comaudio, which is just
as
  limited. it uses audiere, another limited library, to perform tasks. the
  only real difference between comaudio and directx is that comaudio can
play
  encrypted and compressed sound archive files. that's really the only
reason
  i use it, because i wouldn't know where to start with making a sound
  encryption algorithm and having to decrypt it for dx to play.
  yes, autoit is very small. vb6 is somewhat more complicated and that's
what
  i started off with - big mistake, as there was no internal
documentation, i
  didn't know a thing about it, and all i got were exercises to copy, not
  knowing how they worked or what they meant, or even what the point was
of
  these programs.
  c++ is a lot more complicated, some people call it a proper language,
  because of the fact that you have to tell it exactly what you want it to
do,
  where as vb and autoit use in-built functions to do all that for you. i
  still don't understand vb6 now, which is why i jumped straight over to
c++.
  another c-like language you may or may not want to start off with is
gentee.
  don't know much about that, reading docs on it at the moment, but i'm
using
  that as a transitional language to help me understand c more.
 
  hth.
 
  regards,
 
  damien
 


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Re: [Audyssey] Game development was intro

2006-09-04 Thread Rachel D Keyte
Hi Thomas,
   thank you so much for your very detailed reply.  sounds like your 
more favourable of C#.net.  will have to do some investigating. :)
Cheers! :)


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Re: [Audyssey] Game development was intro

2006-09-04 Thread x-sight interactive
this is very interesting what you write. the thing is, when i first started
programming i was only taught vb6. knowing nothing at all about programming,
and given no real tutorials on how it works or how to do things correctly
with it, i struggled a lot with it. then one person got me into autoit. now,
thanks to that, i know a little more about programming (if you've seen my
dectalk scripter and timer on my site), and am now learning c++ as i said
before, and it is making more and more sense as i do more and more things
with autoit. i'm using a programming language similar to autoit in
functionality, but similar to c in syntax as a stepping stone, and it is my
aim to port all my autoit programs into c++ in the end. but i find that
starting off with autoit really helped me in the programming side of things.
but yes, i can understand your viewpoint on this matter also and find it
very interesting. i'm sure it was you who mentioned c sharp as well - that
has in-built documentation or something? maybe she'd be good starting off
with that one?

regards,

damien




- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 04, 2006 1:29 AM
Subject: [Audyssey] Game development was intro


 Hi Damien,
 This list has been over this somewhat before but seriously I don't feel
 starting with autoit is the best suggestion. You may wonder why. Here is
 why I feel strongly against using autoit.
 First, off any seriously interested game developer worth a grain of
 sault must know and understand object oriented programming and design.
 All major programming languages weather we are talking C++, C#.NET,
 VB.NET, Java, etc work with objects, classes, etc... Sooner or later a
 new developer is going to have to learn it, and it might as be earlier
 than later.
 Second, autoit isn't a programming language per say so largely what you
 learn using it is basicly linked to autoit, and useless if you want to
 branch out and learn how to write a pro programming language, learn
 DirectX, and you wind up learning all over again from scratch. The time
 spent learning and working with autoit in my personal opinion is waisted.
 Third, learning a real full blown programming language for games has
 more flexable mainstream uses. You might be writing a couple of games,
 and decide you want to write your own mp3 player or wav recorder. You
 can do that, because you have a powerful language and compiler under
 your fingertips.
 Fourth, is similar to three, but this is to drive the point home. With
 autoit you are locked in to specific styles of games. With a full blown
 programming language you can do everything from text-based up to 3D audo
 FPS action games with online game play, etc...
 Fifth, while most PC owners still are largely MS Windows-based there is
 a slowly growing movement of sighted and blind folks who are now using
 alternative solutions such as Linux as well as FreeBSD, and some using
 Mac OS. With such a growing movement portability is likely going to
 become more important in the future.
 In fact, portability is one of the reasons I picked C#.NET as my
 development language for U.S.A. Games. At some point in the future I
 should be able to update my Sound.cs file with open source solutions
 like OpenAL, and run my games on Mac OS and Linux via Mono. I'm looking
 at porting STFC 2.0 to Linux right now, but have been busy with working
 on the core features of the game core to look in to portability.
 Anyway, why I am writing all this is I strongly feel a new developer
 needs to learn good coding and practices and skills right off rather
 than taking shortcuts like Autoit only to find  out in the end it wasn't
 really valuable or worth the time. Granted we all have different
 interests, tastes, and aspirations, but what I would like to see is the
 accessible game comunity to stop lingering in Autoit, VB 6, etc and
 begin to really get in to more complex concepts and put out some cutting
 edge stuff.
 I'm not saying this is going to happen at once, but the existing
 developers have sadly stopped pushing the edge of cutting edge gaming.
 We've got so many Space Invader type clones, but only a couple of FPS
 games like Shades of Doom, and SOD is still really a one of a kind. GMA
 Tank Commander was really the first awesome simulation combat game, but
 again nothing else has really come close to comparison. Why is this?
 Well, as I said a game developer has to start somewhere, and starting
 with something truly useful such as C#.NET or VB.NET right off will
 break the new developer in to a real programming language.  After that
 they'll have to practice with some simple games. Even a Space Invader
 Clone or two. However, after that he or she should be able to cut his or
 her teeth in to something more complex. Maybe a FPS game. After that
 work up to an online game.
 There is a progressiont to programming and a good developer is always
 learning

Re: [Audyssey] Game development was intro

2006-09-04 Thread x-sight interactive
autoit is a language that is, i must admit, very limited. when making a game
with autoit you have to use a COM object called comaudio, which is just as
limited. it uses audiere, another limited library, to perform tasks. the
only real difference between comaudio and directx is that comaudio can play
encrypted and compressed sound archive files. that's really the only reason
i use it, because i wouldn't know where to start with making a sound
encryption algorithm and having to decrypt it for dx to play.
yes, autoit is very small. vb6 is somewhat more complicated and that's what
i started off with - big mistake, as there was no internal documentation, i
didn't know a thing about it, and all i got were exercises to copy, not
knowing how they worked or what they meant, or even what the point was of
these programs.
c++ is a lot more complicated, some people call it a proper language,
because of the fact that you have to tell it exactly what you want it to do,
where as vb and autoit use in-built functions to do all that for you. i
still don't understand vb6 now, which is why i jumped straight over to c++.
another c-like language you may or may not want to start off with is gentee.
don't know much about that, reading docs on it at the moment, but i'm using
that as a transitional language to help me understand c more.

hth.

regards,

damien



- Original Message -
From: Rachel D Keyte [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 04, 2006 2:01 AM
Subject: Re: [Audyssey] Game development was intro


 Hi Thomas, as I said in my intro, i'm a total no-nothing when it
 comes to all this, at the moment anyway. Lol
 What are the differences in each of those program languages?  And
 what exactly is audoit?
 and also, when exactly does it change from writing a visual game (for
 sighties) to the blindy games (audio)?  In other words, Do both types
 of games use the same program languages to a point, or are they
 completely different from the start?
 Hope that makes sense.
 Cheers! :)
 At 10:29 AM 4/09/2006, you wrote:

 Hi Damien,
 This list has been over this somewhat before but seriously I don't feel
 starting with autoit is the best suggestion. You may wonder why. Here is
 why I feel strongly against using autoit.
 First, off any seriously interested game developer worth a grain of
 sault must know and understand object oriented programming and design.
 All major programming languages weather we are talking C++, C#.NET,
 VB.NET, Java, etc work with objects, classes, etc... Sooner or later a
 new developer is going to have to learn it, and it might as be earlier
 than later.
 Second, autoit isn't a programming language per say so largely what you
 learn using it is basicly linked to autoit, and useless if you want to
 branch out and learn how to write a pro programming language, learn
 DirectX, and you wind up learning all over again from scratch. The time
 spent learning and working with autoit in my personal opinion is waisted.
 Third, learning a real full blown programming language for games has
 more flexable mainstream uses. You might be writing a couple of games,
 and decide you want to write your own mp3 player or wav recorder. You
 can do that, because you have a powerful language and compiler under
 your fingertips.
 Fourth, is similar to three, but this is to drive the point home. With
 autoit you are locked in to specific styles of games. With a full blown
 programming language you can do everything from text-based up to 3D audo
 FPS action games with online game play, etc...
 Fifth, while most PC owners still are largely MS Windows-based there is
 a slowly growing movement of sighted and blind folks who are now using
 alternative solutions such as Linux as well as FreeBSD, and some using
 Mac OS. With such a growing movement portability is likely going to
 become more important in the future.
 In fact, portability is one of the reasons I picked C#.NET as my
 development language for U.S.A. Games. At some point in the future I
 should be able to update my Sound.cs file with open source solutions
 like OpenAL, and run my games on Mac OS and Linux via Mono. I'm looking
 at porting STFC 2.0 to Linux right now, but have been busy with working
 on the core features of the game core to look in to portability.
 Anyway, why I am writing all this is I strongly feel a new developer
 needs to learn good coding and practices and skills right off rather
 than taking shortcuts like Autoit only to find  out in the end it wasn't
 really valuable or worth the time. Granted we all have different
 interests, tastes, and aspirations, but what I would like to see is the
 accessible game comunity to stop lingering in Autoit, VB 6, etc and
 begin to really get in to more complex concepts and put out some cutting
 edge stuff.
 I'm not saying this is going to happen at once, but the existing
 developers have sadly stopped pushing the edge of cutting edge gaming.
 We've got so many

Re: [Audyssey] Game development was intro

2006-09-04 Thread Thomas Ward
Hi Rachel,
Yes, I think C#.net, (called C-Sharp,) is a good starter language. I'll 
explain a bit about myself and why I feel that way.
When I was in college taking Computer Science courses I took a course in 
basic C++ and an advanced C++ course. I found that the language was 
powerful, but there is allot of knolege needed to write a simple Windows 
application. If you were to write something in C++ an esential book to 
read would be Windows Programming by Microsoft press. The book is 
something like 1000 or 1200 pages long and some of the code you need is 
dificult for a beginner is extremely complicated. 
In 2001/2002 Microsoft decided to come out with their .NET platform, and 
one of the new languages was C#.NET. One of the things that has made 
C#.NET popular amung amature and professional programmers is Microsoft 
has simplified many basic tasks for drawing buttons, Windows, and other 
controls. They used the Visual form editor from Visual Basic, and gave 
it the power of a C++/Java style language without all the complication 
involved with it.  Now, days using C#.NET just go to your project menu 
and tell it to add a new Windows form, and it generates one for you. 
Want to add a new class go to projects ask it to add a class and it 
will, and then you can modify the generated class to your needs. If you 
want to add a button, timer, listbox, etc go to the toolbox drop one on 
to your form, and modify it to your needs. It speeds up development at 
the same time simplifying things for you.
One of the powers of C#.NET and even VB.NET is you don't need to know 
allot of info on how Windows works to write good apps. All you need to 
know is what classes are in what framework dll files, and you can then 
create what is known as an object to access the properties in that class.
For example, lets assume you have a simple form called window. Look how 
easy it is in C#.NET to change the width and height of the window using 
objects and built in classes.

window.Height = 300;
window.Width = 300;

Our object is called window. The Height and Width variables belong to 
window, and you can change them thus actually effecting the width and 
height of the window being shown. Pretty simple and cool right?
Another reason I suggest going with C#.NET is it's growing support from 
Microsoft as well as professional and amature developers. At one time 
Microsoft DirectX use to come with Visual Basic 6 and C++ examples. 
Well, since DirectX 9.0 and later the only two languages now officially 
documented and supported is C++ and C#.NET, and there is very little to 
no official support for VB.NET although it can work with DirectX 9 if 
you fight with it and know what you are doing. Since C#.NET has been 
released to the public in 2002 there have been a handful of C#.NET books 
written about game programming, and only one that I know of for VB.NET, 
and the one VB.NET book was terrible at best. To ice the cake, as it 
were, when Kickstart DirectX 9 came out to show off the new features for 
DirectX 9 it was done in C#.NET not VB.NET or C++. That really says 
support for C#.NET is growing and the Visual Basic languages are slowly 
in decline.
The final point is that on non Windows operating systems such as Mac OS 
and Linux they use a .NET Framework called mono. If memory serves me 
correctly it can run almost any precompiled .NET binary, but the mono 
compiler will only except C#.NET source code if someone on those 
operating systems was doing .NET development.
So by and large in 2003 when I opened U.S.A. Games I saw the simplicity, 
the power, etc in C#.NET and chose it as my game development language. I 
have never regreted my decision. I know enough about other languages to 
write my games in VB, C++, Java, etc however C#.NET has proven not to 
disappoint me, and I really enjoy it. I can easily recommend it to 
anyone interested in writing accesible games.



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Re: [Audyssey] Game development was intro

2006-09-04 Thread Thomas Ward
Hi Damien,
As I recall there are VB 6 books on blindprogramming.com as well as 
safari.oreilly.com. Honestly, the language isn't all that hard to learn 
with the proper documentation. Of course, my opinion might be a bit 
biast since I took Visual Basic 5 while I was in college for my CS 
degree, and it helps to have college level books, instructers, etc to 
fall back on. However, even then I didn't find it all that hard to pick 
up on.
I don't know what you mean about C#.NET, (C-Sharp,) having built in 
documentation,but the .NET framework SDK you download from Microsoft 
does have documentation as well as example programs to work with in 
C#.NET, VB.NET, and even C++.NET. However, those materials are less a 
tootorial than a reference guide to look up certain classes, what 
members and variables are in a class, and some examples how to use it in 
your code.
If you want to do any language right, correctly, you need to buy a good 
book from Oreilly like C# In a Nutshell or Learning C#.



x-sight interactive wrote:
 this is very interesting what you write. the thing is, when i first started
 programming i was only taught vb6. knowing nothing at all about programming,
 and given no real tutorials on how it works or how to do things correctly
 with it, i struggled a lot with it. then one person got me into autoit. now,
 thanks to that, i know a little more about programming (if you've seen my
 dectalk scripter and timer on my site), and am now learning c++ as i said
 before, and it is making more and more sense as i do more and more things
 with autoit. i'm using a programming language similar to autoit in
 functionality, but similar to c in syntax as a stepping stone, and it is my
 aim to port all my autoit programs into c++ in the end. but i find that
 starting off with autoit really helped me in the programming side of things.
 but yes, i can understand your viewpoint on this matter also and find it
 very interesting. i'm sure it was you who mentioned c sharp as well - that
 has in-built documentation or something? maybe she'd be good starting off
 with that one?

 regards,

 damien
   


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Re: [Audyssey] Game development was intro

2006-09-04 Thread Thomas Ward
Hi Damien,
I'm probably getting a tad bit off topic from game development, but I 
feel this is an important point. Are you aware of the different levels 
of programming languages?
In computer science we place all programming languages in one of three 
catagories: low level, intermediate level, and high level. Which ranks 
them not only by complexity but design and function.
 An example of a low level programming language is assembly. It is 
perhaps one of the most complex languages to know and learn, but is at 
the very core of operating systems, and is extremely powerful in it's 
relm of low level operations such as system drivers, kernels, etc...
However, C and it's sister language C++ also can be used to write low 
level code and do low level operations. C is at the very core of Linux 
which is what the Linux kernel is written in.
Then, we have the intermediate level languages. I would say the majority 
of C++ applications fall in the relm of intermediate level. It's not as 
complex as assembly but light years more powerful and complicated than VB.
Finally, you come to the high level languages. Languages like VB, 
C#.NET, Java, fall in the high level catagory. They are much easier to 
learn then lower level languages, and high level operations such as a 
notepad program, scripting a web page, calculating a few numbers, an 
audio game, etc... The languages can't do low level stuff, but are easy 
to learn and very effective at what they do in their high level operations.
My point in saying all this is when you call C++ a proper programming 
language, it is the understatement of the century. C++ happens to be 
able to be used in high level operations suchas C++.NET all the way down 
to low level operations like kernels, drivers, and run operating 
systems. Everyday devices such as cell phones, MP3 walkmans, cash 
registers,  etc are written with C++ driving the operating systems for 
those devices. Simbian OS which comes on most cell phones was written in 
C++.
So let's give C++ the title it deserves as the language of languages. It 
is perhaps the most flexable and powerful commonly used programming 
language known to man.


x-sight interactive wrote:
 autoit is a language that is, i must admit, very limited. when making a game
 with autoit you have to use a COM object called comaudio, which is just as
 limited. it uses audiere, another limited library, to perform tasks. the
 only real difference between comaudio and directx is that comaudio can play
 encrypted and compressed sound archive files. that's really the only reason
 i use it, because i wouldn't know where to start with making a sound
 encryption algorithm and having to decrypt it for dx to play.
 yes, autoit is very small. vb6 is somewhat more complicated and that's what
 i started off with - big mistake, as there was no internal documentation, i
 didn't know a thing about it, and all i got were exercises to copy, not
 knowing how they worked or what they meant, or even what the point was of
 these programs.
 c++ is a lot more complicated, some people call it a proper language,
 because of the fact that you have to tell it exactly what you want it to do,
 where as vb and autoit use in-built functions to do all that for you. i
 still don't understand vb6 now, which is why i jumped straight over to c++.
 another c-like language you may or may not want to start off with is gentee.
 don't know much about that, reading docs on it at the moment, but i'm using
 that as a transitional language to help me understand c more.

 hth.

 regards,

 damien
   


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Re: [Audyssey] Game development was intro

2006-09-04 Thread x-sight interactive
thing is though with all these .net applications is you need more libraries
than are necessary. that's the only problem i find, net framework this, data
access components that, microsoft xml the other, bearing in mind that on
some systems, mine included, a program written in vb.net that uses direct x
8 and the net framework tends to bring up one of those crash dialogs.

at least with a language like c++ the only real essential library you need,
like one written in vb6, is direct x, and i don't know how you guys feel
about this, but it must be the right version. if you go too early you'll be
very limited, but if you go too late then it's going to be a bit of a pain
for the average computer user, let's just say. of course the other thing is
some people are just very cautious with upgrades, not only because of
security, but privacy and compatibility also.

regards,

damien


- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 04, 2006 8:02 PM
Subject: Re: [Audyssey] Game development was intro


 Hi Rachel,
 Yes, I think C#.net, (called C-Sharp,) is a good starter language. I'll
 explain a bit about myself and why I feel that way.
 When I was in college taking Computer Science courses I took a course in
 basic C++ and an advanced C++ course. I found that the language was
 powerful, but there is allot of knolege needed to write a simple Windows
 application. If you were to write something in C++ an esential book to
 read would be Windows Programming by Microsoft press. The book is
 something like 1000 or 1200 pages long and some of the code you need is
 dificult for a beginner is extremely complicated.
 In 2001/2002 Microsoft decided to come out with their .NET platform, and
 one of the new languages was C#.NET. One of the things that has made
 C#.NET popular amung amature and professional programmers is Microsoft
 has simplified many basic tasks for drawing buttons, Windows, and other
 controls. They used the Visual form editor from Visual Basic, and gave
 it the power of a C++/Java style language without all the complication
 involved with it.  Now, days using C#.NET just go to your project menu
 and tell it to add a new Windows form, and it generates one for you.
 Want to add a new class go to projects ask it to add a class and it
 will, and then you can modify the generated class to your needs. If you
 want to add a button, timer, listbox, etc go to the toolbox drop one on
 to your form, and modify it to your needs. It speeds up development at
 the same time simplifying things for you.
 One of the powers of C#.NET and even VB.NET is you don't need to know
 allot of info on how Windows works to write good apps. All you need to
 know is what classes are in what framework dll files, and you can then
 create what is known as an object to access the properties in that class.
 For example, lets assume you have a simple form called window. Look how
 easy it is in C#.NET to change the width and height of the window using
 objects and built in classes.

 window.Height = 300;
 window.Width = 300;

 Our object is called window. The Height and Width variables belong to
 window, and you can change them thus actually effecting the width and
 height of the window being shown. Pretty simple and cool right?
 Another reason I suggest going with C#.NET is it's growing support from
 Microsoft as well as professional and amature developers. At one time
 Microsoft DirectX use to come with Visual Basic 6 and C++ examples.
 Well, since DirectX 9.0 and later the only two languages now officially
 documented and supported is C++ and C#.NET, and there is very little to
 no official support for VB.NET although it can work with DirectX 9 if
 you fight with it and know what you are doing. Since C#.NET has been
 released to the public in 2002 there have been a handful of C#.NET books
 written about game programming, and only one that I know of for VB.NET,
 and the one VB.NET book was terrible at best. To ice the cake, as it
 were, when Kickstart DirectX 9 came out to show off the new features for
 DirectX 9 it was done in C#.NET not VB.NET or C++. That really says
 support for C#.NET is growing and the Visual Basic languages are slowly
 in decline.
 The final point is that on non Windows operating systems such as Mac OS
 and Linux they use a .NET Framework called mono. If memory serves me
 correctly it can run almost any precompiled .NET binary, but the mono
 compiler will only except C#.NET source code if someone on those
 operating systems was doing .NET development.
 So by and large in 2003 when I opened U.S.A. Games I saw the simplicity,
 the power, etc in C#.NET and chose it as my game development language. I
 have never regreted my decision. I know enough about other languages to
 write my games in VB, C++, Java, etc however C#.NET has proven not to
 disappoint me, and I really enjoy it. I can easily recommend it to
 anyone interested in writing

Re: [Audyssey] Game development was intro

2006-09-04 Thread x-sight interactive
hmm. interesting. ok what was c and c++ written in out of curiosity?

regards,

damien




- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 04, 2006 8:42 PM
Subject: Re: [Audyssey] Game development was intro


 Hi Damien,
 I'm probably getting a tad bit off topic from game development, but I
 feel this is an important point. Are you aware of the different levels
 of programming languages?
 In computer science we place all programming languages in one of three
 catagories: low level, intermediate level, and high level. Which ranks
 them not only by complexity but design and function.
  An example of a low level programming language is assembly. It is
 perhaps one of the most complex languages to know and learn, but is at
 the very core of operating systems, and is extremely powerful in it's
 relm of low level operations such as system drivers, kernels, etc...
 However, C and it's sister language C++ also can be used to write low
 level code and do low level operations. C is at the very core of Linux
 which is what the Linux kernel is written in.
 Then, we have the intermediate level languages. I would say the majority
 of C++ applications fall in the relm of intermediate level. It's not as
 complex as assembly but light years more powerful and complicated than VB.
 Finally, you come to the high level languages. Languages like VB,
 C#.NET, Java, fall in the high level catagory. They are much easier to
 learn then lower level languages, and high level operations such as a
 notepad program, scripting a web page, calculating a few numbers, an
 audio game, etc... The languages can't do low level stuff, but are easy
 to learn and very effective at what they do in their high level
operations.
 My point in saying all this is when you call C++ a proper programming
 language, it is the understatement of the century. C++ happens to be
 able to be used in high level operations suchas C++.NET all the way down
 to low level operations like kernels, drivers, and run operating
 systems. Everyday devices such as cell phones, MP3 walkmans, cash
 registers,  etc are written with C++ driving the operating systems for
 those devices. Simbian OS which comes on most cell phones was written in
 C++.
 So let's give C++ the title it deserves as the language of languages. It
 is perhaps the most flexable and powerful commonly used programming
 language known to man.


 x-sight interactive wrote:
  autoit is a language that is, i must admit, very limited. when making a
game
  with autoit you have to use a COM object called comaudio, which is just
as
  limited. it uses audiere, another limited library, to perform tasks. the
  only real difference between comaudio and directx is that comaudio can
play
  encrypted and compressed sound archive files. that's really the only
reason
  i use it, because i wouldn't know where to start with making a sound
  encryption algorithm and having to decrypt it for dx to play.
  yes, autoit is very small. vb6 is somewhat more complicated and that's
what
  i started off with - big mistake, as there was no internal
documentation, i
  didn't know a thing about it, and all i got were exercises to copy, not
  knowing how they worked or what they meant, or even what the point was
of
  these programs.
  c++ is a lot more complicated, some people call it a proper language,
  because of the fact that you have to tell it exactly what you want it to
do,
  where as vb and autoit use in-built functions to do all that for you. i
  still don't understand vb6 now, which is why i jumped straight over to
c++.
  another c-like language you may or may not want to start off with is
gentee.
  don't know much about that, reading docs on it at the moment, but i'm
using
  that as a transitional language to help me understand c more.
 
  hth.
 
  regards,
 
  damien
 


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Re: [Audyssey] Game development was intro

2006-09-04 Thread Thomas Ward
Hi Damien,
First, if you are using DirectX 8 with VB.NET no wonder you are getting 
a crash dialog. You aren't suppose to use DirectX 8 with VB.NET. You 
need DirectX 9.0C SDK, and nothing earlier.
Second, While it is true the entire .NET framework is large, 30 MB of 
libraries, bare in mind that .NET is becoming a core part of the Windows 
operating system, and will be included in Windows Vista as a core part 
of the os. So games written with .NET framework 2 should just install 
and run on Vista out of the box.
With older operating systems like Win 98 before .NET was written 
naturally Microsoft has a Windows update for 98, ME, 2000 etc which 
upgrades them, but generally speaking it is a one time upgrade provided 
no new new major versions hasn't come out. FYI. .NET 2 will run v1.1 and 
1.0 .NET apps provided they were not locked to an installer which 
searches only for a specific build number of .NET.
Third, you said you have more libraries than our necessary you are 
cutting .NET short. Actually, what MS has done is packed everything most 
applications need in to a nice set of libraries which are easy to 
understand, program with, and bare in mind .NET apps are not a compiled 
binary as much as are converted to a runtime language, (MSIL.) Like Java 
all apps need a runtime environment which makes the application quickly 
portable across operating systems, devices, etc without a recompile. 
Packing it all in to a 30 to 50 MB runtime for portability which most 
developers sees is the way of the future for programs.
Fourth, as for your comments about C++ only needing DirectX that isn't 
always true. There are allot of libraries you can include from the Win32 
API in your game, and  those dll files are already preinstalled as a 
part of the Windows os already.



x-sight interactive wrote:
 thing is though with all these .net applications is you need more libraries
 than are necessary. that's the only problem i find, net framework this, data
 access components that, microsoft xml the other, bearing in mind that on
 some systems, mine included, a program written in vb.net that uses direct x
 8 and the net framework tends to bring up one of those crash dialogs.

 at least with a language like c++ the only real essential library you need,
 like one written in vb6, is direct x, and i don't know how you guys feel
 about this, but it must be the right version. if you go too early you'll be
 very limited, but if you go too late then it's going to be a bit of a pain
 for the average computer user, let's just say. of course the other thing is
 some people are just very cautious with upgrades, not only because of
 security, but privacy and compatibility also.

 regards,

 damien
   


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Re: [Audyssey] Game development was intro

2006-09-04 Thread Thomas Ward
Hi Damien,
Ok??? That is a confusing question. What do you mean what were C and C++ 
written in? Those are programming languages not operating systems, apps, 
etc...
That is kind of like asking what language is French made out of? Er 
the anser is French...
Now, if you are asking what language are the C and C++ compilers written 
in the answer is C/C++. Once upon a time many moons ago compilers were 
written in assembly, but once languages like C and C++ came in to there 
own they were used to write the current generation of compilers.

x-sight interactive wrote:
 hmm. interesting. ok what was c and c++ written in out of curiosity?

 regards,

 damien
   


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Re: [Audyssey] Game development was intro

2006-09-04 Thread x-sight interactive
hmm? interesting. when i brought that comment up a few months ago i got
replies back saying that direct x was a lot better and easier to program
with.

regards,

damien




- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 04, 2006 10:48 PM
Subject: Re: [Audyssey] Game development was intro


 Hi Damien,
 First, if you are using DirectX 8 with VB.NET no wonder you are getting
 a crash dialog. You aren't suppose to use DirectX 8 with VB.NET. You
 need DirectX 9.0C SDK, and nothing earlier.
 Second, While it is true the entire .NET framework is large, 30 MB of
 libraries, bare in mind that .NET is becoming a core part of the Windows
 operating system, and will be included in Windows Vista as a core part
 of the os. So games written with .NET framework 2 should just install
 and run on Vista out of the box.
 With older operating systems like Win 98 before .NET was written
 naturally Microsoft has a Windows update for 98, ME, 2000 etc which
 upgrades them, but generally speaking it is a one time upgrade provided
 no new new major versions hasn't come out. FYI. .NET 2 will run v1.1 and
 1.0 .NET apps provided they were not locked to an installer which
 searches only for a specific build number of .NET.
 Third, you said you have more libraries than our necessary you are
 cutting .NET short. Actually, what MS has done is packed everything most
 applications need in to a nice set of libraries which are easy to
 understand, program with, and bare in mind .NET apps are not a compiled
 binary as much as are converted to a runtime language, (MSIL.) Like Java
 all apps need a runtime environment which makes the application quickly
 portable across operating systems, devices, etc without a recompile.
 Packing it all in to a 30 to 50 MB runtime for portability which most
 developers sees is the way of the future for programs.
 Fourth, as for your comments about C++ only needing DirectX that isn't
 always true. There are allot of libraries you can include from the Win32
 API in your game, and  those dll files are already preinstalled as a
 part of the Windows os already.



 x-sight interactive wrote:
  thing is though with all these .net applications is you need more
libraries
  than are necessary. that's the only problem i find, net framework this,
data
  access components that, microsoft xml the other, bearing in mind that on
  some systems, mine included, a program written in vb.net that uses
direct x
  8 and the net framework tends to bring up one of those crash dialogs.
 
  at least with a language like c++ the only real essential library you
need,
  like one written in vb6, is direct x, and i don't know how you guys feel
  about this, but it must be the right version. if you go too early you'll
be
  very limited, but if you go too late then it's going to be a bit of a
pain
  for the average computer user, let's just say. of course the other thing
is
  some people are just very cautious with upgrades, not only because of
  security, but privacy and compatibility also.
 
  regards,
 
  damien
 


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Re: [Audyssey] Game development was intro

2006-09-04 Thread x-sight interactive
hmm ok fair enough. oh and btw, most, if not all speech languages are
derived from other languages, like english is derived from latin and german
etc, i don't know what french is derived from but it must be derived from
something *smile*.

regards,

damien




- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 04, 2006 10:57 PM
Subject: Re: [Audyssey] Game development was intro


 Hi Damien,
 Ok??? That is a confusing question. What do you mean what were C and C++
 written in? Those are programming languages not operating systems, apps,
 etc...
 That is kind of like asking what language is French made out of? Er
 the anser is French...
 Now, if you are asking what language are the C and C++ compilers written
 in the answer is C/C++. Once upon a time many moons ago compilers were
 written in assembly, but once languages like C and C++ came in to there
 own they were used to write the current generation of compilers.

 x-sight interactive wrote:
  hmm. interesting. ok what was c and c++ written in out of curiosity?
 
  regards,
 
  damien
 


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Re: [Audyssey] Game development was intro

2006-09-04 Thread Thomas Ward
Hi Damien,
That is true. DirectX is better and easier to program with for games and 
multimedia.  I think you are getting things confused do to your personal 
lack of programming experience. So let me clarify things.
Let us say you are writing a game. You are going to want to use DirectX 
for your graphics, sound, input handling, etc... However, DirectX may 
not be all that is needed. Let us say you need some settings dialogs for 
setting game settings etc... Then, you will likely need stuff from the 
win32 API to build the dialog boxes and to save and restore games etc...
So in all what I am saying use DirectX in your C++ applications, but 
there is still some Win32 stuff you may need in the game as well.



x-sight interactive wrote:
 hmm? interesting. when i brought that comment up a few months ago i got
 replies back saying that direct x was a lot better and easier to program
 with.

 regards,

 damien
   


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Re: [Audyssey] Game development was intro

2006-09-04 Thread Thomas Ward
Hi Damien,
Yeah, but we are not talking historical roots of languages. What my 
point is that French is French and C++ is C++ no matter what they may 
have derived from.
If we are looking at the history of programming languages in general C 
was originally designed for use on the Unix OS, and in the 1980's C was 
upgraded to C++ which introduced object oriented programming.  Over the 
years several languages such as perl, C#.NET, Java, Python, etc were 
designed from a C/C++ base.
Anyway, we have gotten way off topic, and perhaps we should be closing 
down this thread.
Smile.


x-sight interactive wrote:
 hmm ok fair enough. oh and btw, most, if not all speech languages are
 derived from other languages, like english is derived from latin and german
 etc, i don't know what french is derived from but it must be derived from
 something *smile*.

 regards,

 damien
   


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Re: [Audyssey] Game development was intro

2006-09-04 Thread shaun everiss
Not to mention all the downloads.
I have msxml I think, not sure.
I have the directx that comes with xp and the latest mdac from windows update.
So thats like 9mb gone.
But dx9 is 50mb, dotnet 1 is 30 and dotnet 2 is also 30 so 110mb.
Then there are the packs for both which come to another 30mb maybe 
less, so 160mb for all that.
I havn't had any issues on any system with all those loaded.
However I'm always upgrading things.
I have every kit on the devkit damon has collected.
I have autoit, python with pygame, pysonic, pymidi pytts and pyaa.
My latest addition is mde from nasa that does math programming and 
sound speech and other things.
Ofcause with all that and other stuff both my hard drives are about 
full, both internal and external only 40gb.
I'm probably going to buy a 500gb external at the end of the year to 
pour all my mp3s and other stuff on.
And well for a while that should releave the situation.
At 08:30 a.m. 5/09/2006, you wrote:
thing is though with all these .net applications is you need more libraries
than are necessary. that's the only problem i find, net framework this, data
access components that, microsoft xml the other, bearing in mind that on
some systems, mine included, a program written in vb.net that uses direct x
8 and the net framework tends to bring up one of those crash dialogs.

at least with a language like c++ the only real essential library you need,
like one written in vb6, is direct x, and i don't know how you guys feel
about this, but it must be the right version. if you go too early you'll be
very limited, but if you go too late then it's going to be a bit of a pain
for the average computer user, let's just say. of course the other thing is
some people are just very cautious with upgrades, not only because of
security, but privacy and compatibility also.

regards,

damien


- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 04, 2006 8:02 PM
Subject: Re: [Audyssey] Game development was intro


  Hi Rachel,
  Yes, I think C#.net, (called C-Sharp,) is a good starter language. I'll
  explain a bit about myself and why I feel that way.
  When I was in college taking Computer Science courses I took a course in
  basic C++ and an advanced C++ course. I found that the language was
  powerful, but there is allot of knolege needed to write a simple Windows
  application. If you were to write something in C++ an esential book to
  read would be Windows Programming by Microsoft press. The book is
  something like 1000 or 1200 pages long and some of the code you need is
  dificult for a beginner is extremely complicated.
  In 2001/2002 Microsoft decided to come out with their .NET platform, and
  one of the new languages was C#.NET. One of the things that has made
  C#.NET popular amung amature and professional programmers is Microsoft
  has simplified many basic tasks for drawing buttons, Windows, and other
  controls. They used the Visual form editor from Visual Basic, and gave
  it the power of a C++/Java style language without all the complication
  involved with it.  Now, days using C#.NET just go to your project menu
  and tell it to add a new Windows form, and it generates one for you.
  Want to add a new class go to projects ask it to add a class and it
  will, and then you can modify the generated class to your needs. If you
  want to add a button, timer, listbox, etc go to the toolbox drop one on
  to your form, and modify it to your needs. It speeds up development at
  the same time simplifying things for you.
  One of the powers of C#.NET and even VB.NET is you don't need to know
  allot of info on how Windows works to write good apps. All you need to
  know is what classes are in what framework dll files, and you can then
  create what is known as an object to access the properties in that class.
  For example, lets assume you have a simple form called window. Look how
  easy it is in C#.NET to change the width and height of the window using
  objects and built in classes.
 
  window.Height = 300;
  window.Width = 300;
 
  Our object is called window. The Height and Width variables belong to
  window, and you can change them thus actually effecting the width and
  height of the window being shown. Pretty simple and cool right?
  Another reason I suggest going with C#.NET is it's growing support from
  Microsoft as well as professional and amature developers. At one time
  Microsoft DirectX use to come with Visual Basic 6 and C++ examples.
  Well, since DirectX 9.0 and later the only two languages now officially
  documented and supported is C++ and C#.NET, and there is very little to
  no official support for VB.NET although it can work with DirectX 9 if
  you fight with it and know what you are doing. Since C#.NET has been
  released to the public in 2002 there have been a handful of C#.NET books
  written about game programming, and only one that I know of for VB.NET

Re: [Audyssey] Game development was intro

2006-09-04 Thread shaun everiss
well I have dotnet 1 and 2.
It will be good if dotnet 1 and 2 are made part of windows though as 
well as directx 9c.
One thing that would be nice would be if you had c# as part of the os.
Linux has c as part of the os.
Or at least a compiler.
ms dos has basic.
qbasic I mean.
win 95 had qbasic.
Would be good if win vista had c# in it.
At 09:48 a.m. 5/09/2006, you wrote:
Hi Damien,
First, if you are using DirectX 8 with VB.NET no wonder you are getting
a crash dialog. You aren't suppose to use DirectX 8 with VB.NET. You
need DirectX 9.0C SDK, and nothing earlier.
Second, While it is true the entire .NET framework is large, 30 MB of
libraries, bare in mind that .NET is becoming a core part of the Windows
operating system, and will be included in Windows Vista as a core part
of the os. So games written with .NET framework 2 should just install
and run on Vista out of the box.
With older operating systems like Win 98 before .NET was written
naturally Microsoft has a Windows update for 98, ME, 2000 etc which
upgrades them, but generally speaking it is a one time upgrade provided
no new new major versions hasn't come out. FYI. .NET 2 will run v1.1 and
1.0 .NET apps provided they were not locked to an installer which
searches only for a specific build number of .NET.
Third, you said you have more libraries than our necessary you are
cutting .NET short. Actually, what MS has done is packed everything most
applications need in to a nice set of libraries which are easy to
understand, program with, and bare in mind .NET apps are not a compiled
binary as much as are converted to a runtime language, (MSIL.) Like Java
all apps need a runtime environment which makes the application quickly
portable across operating systems, devices, etc without a recompile.
Packing it all in to a 30 to 50 MB runtime for portability which most
developers sees is the way of the future for programs.
Fourth, as for your comments about C++ only needing DirectX that isn't
always true. There are allot of libraries you can include from the Win32
API in your game, and  those dll files are already preinstalled as a
part of the Windows os already.



x-sight interactive wrote:
  thing is though with all these .net applications is you need more libraries
  than are necessary. that's the only problem i find, net framework 
 this, data
  access components that, microsoft xml the other, bearing in mind that on
  some systems, mine included, a program written in vb.net that uses direct x
  8 and the net framework tends to bring up one of those crash dialogs.
 
  at least with a language like c++ the only real essential library you need,
  like one written in vb6, is direct x, and i don't know how you guys feel
  about this, but it must be the right version. if you go too early you'll be
  very limited, but if you go too late then it's going to be a bit of a pain
  for the average computer user, let's just say. of course the other thing is
  some people are just very cautious with upgrades, not only because of
  security, but privacy and compatibility also.
 
  regards,
 
  damien
 


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[Audyssey] Game development was intro

2006-09-03 Thread Thomas Ward
Hi Damien,
This list has been over this somewhat before but seriously I don't feel 
starting with autoit is the best suggestion. You may wonder why. Here is 
why I feel strongly against using autoit.
First, off any seriously interested game developer worth a grain of 
sault must know and understand object oriented programming and design. 
All major programming languages weather we are talking C++, C#.NET, 
VB.NET, Java, etc work with objects, classes, etc... Sooner or later a 
new developer is going to have to learn it, and it might as be earlier 
than later.
Second, autoit isn't a programming language per say so largely what you 
learn using it is basicly linked to autoit, and useless if you want to 
branch out and learn how to write a pro programming language, learn 
DirectX, and you wind up learning all over again from scratch. The time 
spent learning and working with autoit in my personal opinion is waisted.
Third, learning a real full blown programming language for games has 
more flexable mainstream uses. You might be writing a couple of games, 
and decide you want to write your own mp3 player or wav recorder. You 
can do that, because you have a powerful language and compiler under 
your fingertips.
Fourth, is similar to three, but this is to drive the point home. With 
autoit you are locked in to specific styles of games. With a full blown 
programming language you can do everything from text-based up to 3D audo 
FPS action games with online game play, etc...
Fifth, while most PC owners still are largely MS Windows-based there is 
a slowly growing movement of sighted and blind folks who are now using  
alternative solutions such as Linux as well as FreeBSD, and some using 
Mac OS. With such a growing movement portability is likely going to 
become more important in the future.
In fact, portability is one of the reasons I picked C#.NET as my 
development language for U.S.A. Games. At some point in the future I 
should be able to update my Sound.cs file with open source solutions 
like OpenAL, and run my games on Mac OS and Linux via Mono. I'm looking 
at porting STFC 2.0 to Linux right now, but have been busy with working 
on the core features of the game core to look in to portability.
Anyway, why I am writing all this is I strongly feel a new developer 
needs to learn good coding and practices and skills right off rather 
than taking shortcuts like Autoit only to find  out in the end it wasn't 
really valuable or worth the time. Granted we all have different 
interests, tastes, and aspirations, but what I would like to see is the 
accessible game comunity to stop lingering in Autoit, VB 6, etc and 
begin to really get in to more complex concepts and put out some cutting 
edge stuff.
I'm not saying this is going to happen at once, but the existing 
developers have sadly stopped pushing the edge of cutting edge gaming. 
We've got so many Space Invader type clones, but only a couple of FPS 
games like Shades of Doom, and SOD is still really a one of a kind. GMA 
Tank Commander was really the first awesome simulation combat game, but 
again nothing else has really come close to comparison. Why is this?
Well, as I said a game developer has to start somewhere, and starting 
with something truly useful such as C#.NET or VB.NET right off will 
break the new developer in to a real programming language.  After that 
they'll have to practice with some simple games. Even a Space Invader 
Clone or two. However, after that he or she should be able to cut his or 
her teeth in to something more complex. Maybe a FPS game. After that 
work up to an online game.
There is a progressiont to programming and a good developer is always 
learning, updating his or her skills, and is building more and more 
complex projects. Eventually, in 3 to 5 years he or she is ready to make 
games that are pretty advanced. All depending of course on the persons 
aptitude to learn. Not everyone can be a master, but many once they have 
a programming language well learned has the potential to go far. That 
potential is lost with substitutes like Autoit.
Smile.





 

x-sight interactive wrote:
 oh rachel i never knew you wanted to develop. if you want any help i can
 help you. i provide a starter pack for developers who wish to start off
 simple using autoit - most people don't like that though - but i would
 recommend that before starting something like vb or something more
 complicated.

 you can visit my dev section at:

 http://x-sight.brandoncole.net/dev

 hth.

 regards,

 damien
   


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Re: [Audyssey] Game development was intro

2006-09-03 Thread jamie coady
how is the starwars games going
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 04, 2006 1:29 AM
Subject: [Audyssey] Game development was intro


 Hi Damien,
 This list has been over this somewhat before but seriously I don't feel
 starting with autoit is the best suggestion. You may wonder why. Here is
 why I feel strongly against using autoit.
 First, off any seriously interested game developer worth a grain of
 sault must know and understand object oriented programming and design.
 All major programming languages weather we are talking C++, C#.NET,
 VB.NET, Java, etc work with objects, classes, etc... Sooner or later a
 new developer is going to have to learn it, and it might as be earlier
 than later.
 Second, autoit isn't a programming language per say so largely what you
 learn using it is basicly linked to autoit, and useless if you want to
 branch out and learn how to write a pro programming language, learn
 DirectX, and you wind up learning all over again from scratch. The time
 spent learning and working with autoit in my personal opinion is waisted.
 Third, learning a real full blown programming language for games has
 more flexable mainstream uses. You might be writing a couple of games,
 and decide you want to write your own mp3 player or wav recorder. You
 can do that, because you have a powerful language and compiler under
 your fingertips.
 Fourth, is similar to three, but this is to drive the point home. With
 autoit you are locked in to specific styles of games. With a full blown
 programming language you can do everything from text-based up to 3D audo
 FPS action games with online game play, etc...
 Fifth, while most PC owners still are largely MS Windows-based there is
 a slowly growing movement of sighted and blind folks who are now using
 alternative solutions such as Linux as well as FreeBSD, and some using
 Mac OS. With such a growing movement portability is likely going to
 become more important in the future.
 In fact, portability is one of the reasons I picked C#.NET as my
 development language for U.S.A. Games. At some point in the future I
 should be able to update my Sound.cs file with open source solutions
 like OpenAL, and run my games on Mac OS and Linux via Mono. I'm looking
 at porting STFC 2.0 to Linux right now, but have been busy with working
 on the core features of the game core to look in to portability.
 Anyway, why I am writing all this is I strongly feel a new developer
 needs to learn good coding and practices and skills right off rather
 than taking shortcuts like Autoit only to find  out in the end it wasn't
 really valuable or worth the time. Granted we all have different
 interests, tastes, and aspirations, but what I would like to see is the
 accessible game comunity to stop lingering in Autoit, VB 6, etc and
 begin to really get in to more complex concepts and put out some cutting
 edge stuff.
 I'm not saying this is going to happen at once, but the existing
 developers have sadly stopped pushing the edge of cutting edge gaming.
 We've got so many Space Invader type clones, but only a couple of FPS
 games like Shades of Doom, and SOD is still really a one of a kind. GMA
 Tank Commander was really the first awesome simulation combat game, but
 again nothing else has really come close to comparison. Why is this?
 Well, as I said a game developer has to start somewhere, and starting
 with something truly useful such as C#.NET or VB.NET right off will
 break the new developer in to a real programming language.  After that
 they'll have to practice with some simple games. Even a Space Invader
 Clone or two. However, after that he or she should be able to cut his or
 her teeth in to something more complex. Maybe a FPS game. After that
 work up to an online game.
 There is a progressiont to programming and a good developer is always
 learning, updating his or her skills, and is building more and more
 complex projects. Eventually, in 3 to 5 years he or she is ready to make
 games that are pretty advanced. All depending of course on the persons
 aptitude to learn. Not everyone can be a master, but many once they have
 a programming language well learned has the potential to go far. That
 potential is lost with substitutes like Autoit.
 Smile.







 x-sight interactive wrote:
 oh rachel i never knew you wanted to develop. if you want any help i can
 help you. i provide a starter pack for developers who wish to start off
 simple using autoit - most people don't like that though - but i would
 recommend that before starting something like vb or something more
 complicated.

 you can visit my dev section at:

 http://x-sight.brandoncole.net/dev

 hth.

 regards,

 damien



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Re: [Audyssey] Game development was intro

2006-09-03 Thread Rachel D Keyte
Hi Thomas, as I said in my intro, i'm a total no-nothing when it 
comes to all this, at the moment anyway. Lol
What are the differences in each of those program languages?  And 
what exactly is audoit?
and also, when exactly does it change from writing a visual game (for 
sighties) to the blindy games (audio)?  In other words, Do both types 
of games use the same program languages to a point, or are they 
completely different from the start?
Hope that makes sense.
Cheers! :)
At 10:29 AM 4/09/2006, you wrote:

Hi Damien,
This list has been over this somewhat before but seriously I don't feel
starting with autoit is the best suggestion. You may wonder why. Here is
why I feel strongly against using autoit.
First, off any seriously interested game developer worth a grain of
sault must know and understand object oriented programming and design.
All major programming languages weather we are talking C++, C#.NET,
VB.NET, Java, etc work with objects, classes, etc... Sooner or later a
new developer is going to have to learn it, and it might as be earlier
than later.
Second, autoit isn't a programming language per say so largely what you
learn using it is basicly linked to autoit, and useless if you want to
branch out and learn how to write a pro programming language, learn
DirectX, and you wind up learning all over again from scratch. The time
spent learning and working with autoit in my personal opinion is waisted.
Third, learning a real full blown programming language for games has
more flexable mainstream uses. You might be writing a couple of games,
and decide you want to write your own mp3 player or wav recorder. You
can do that, because you have a powerful language and compiler under
your fingertips.
Fourth, is similar to three, but this is to drive the point home. With
autoit you are locked in to specific styles of games. With a full blown
programming language you can do everything from text-based up to 3D audo
FPS action games with online game play, etc...
Fifth, while most PC owners still are largely MS Windows-based there is
a slowly growing movement of sighted and blind folks who are now using
alternative solutions such as Linux as well as FreeBSD, and some using
Mac OS. With such a growing movement portability is likely going to
become more important in the future.
In fact, portability is one of the reasons I picked C#.NET as my
development language for U.S.A. Games. At some point in the future I
should be able to update my Sound.cs file with open source solutions
like OpenAL, and run my games on Mac OS and Linux via Mono. I'm looking
at porting STFC 2.0 to Linux right now, but have been busy with working
on the core features of the game core to look in to portability.
Anyway, why I am writing all this is I strongly feel a new developer
needs to learn good coding and practices and skills right off rather
than taking shortcuts like Autoit only to find  out in the end it wasn't
really valuable or worth the time. Granted we all have different
interests, tastes, and aspirations, but what I would like to see is the
accessible game comunity to stop lingering in Autoit, VB 6, etc and
begin to really get in to more complex concepts and put out some cutting
edge stuff.
I'm not saying this is going to happen at once, but the existing
developers have sadly stopped pushing the edge of cutting edge gaming.
We've got so many Space Invader type clones, but only a couple of FPS
games like Shades of Doom, and SOD is still really a one of a kind. GMA
Tank Commander was really the first awesome simulation combat game, but
again nothing else has really come close to comparison. Why is this?
Well, as I said a game developer has to start somewhere, and starting
with something truly useful such as C#.NET or VB.NET right off will
break the new developer in to a real programming language.  After that
they'll have to practice with some simple games. Even a Space Invader
Clone or two. However, after that he or she should be able to cut his or
her teeth in to something more complex. Maybe a FPS game. After that
work up to an online game.
There is a progressiont to programming and a good developer is always
learning, updating his or her skills, and is building more and more
complex projects. Eventually, in 3 to 5 years he or she is ready to make
games that are pretty advanced. All depending of course on the persons
aptitude to learn. Not everyone can be a master, but many once they have
a programming language well learned has the potential to go far. That
potential is lost with substitutes like Autoit.
Smile.







x-sight interactive wrote:
  oh rachel i never knew you wanted to develop. if you want any help i can
  help you. i provide a starter pack for developers who wish to start off
  simple using autoit - most people don't like that though - but i would
  recommend that before starting something like vb or something more
  complicated.
 
  you can visit my dev section at:
 
  http://x-sight.brandoncole.net/dev
 
  hth.
 
  

[Audyssey] Game development was Rail Racer mouse

2006-06-11 Thread Thomas Ward
Hi, Damien.
It is true someone always needs to start somewhere, but I personally 
don't have a very high opinion of VB. Especially, VB 6 and earlier. VB 6 
is really ancient technology now, and it's object oriented design 
features sucks eggs.
You mentioned an interest in learning C++. It has a bit more learning 
curve to it, but the pay off is big in the end.
Another language I have become very fond of C#, called c-sharp, is a 
nice language for quickly writing games. It is not as hard as C++ to 
learn, and the ability of the .net framework gives you allot of 
predefined classes to work with to rapidly put your games together.




X-Sight Interactive wrote:
 Liam, I'm quitting autoit anyway. The only reason I programmed it was
 because I was competent at it, I knew what it was I had to do, I understood
 most of the functions and their layouts.

 I'm starting to learn vb now, and someone else has offered to teach me c++.
 I didn't like it as a compiler myself, but that's all I knew - everyone has
 to start somewhere.

 Regards,

 Damien.


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