Re: dev's becomeing one
The big issue here that most folks seem to overlook is that you can't just make a game by teaming up a developer or two with a sound designer and a story person, if you're lucky. Hell, look to all the recent Tunmi threads as an example of how that works. If you want
Re: First person spatial audio - Constraints vs freedom
Surprised no one has mentioned Code Dungeon yet.https://stealcase.itch.io/codedungeonAnyhow, agreed with most of what has been said here. Let your gameplay, not your views on audio navigation, dictate how traversing your world works. T
Re: List of Ways to Make AudioGames
@8 Absolutely, happy to share or let you take ownership/responsibility. I know some new APIs were added since I worked on the bindings last, and I've wanted to sit down and figure out where the best place to insert them was so lifetimes won't let you acci
Re: Help with map creation please?
Lots of good info in this thread already, but if you still want to do the 3-D block-based approach, the keyword you want is "voxel." A pixel is a dot in 2-D. A voxel is a volumetric pixel, or a 3-D pixel/block.I'm actually interested in this approach mysel
Re: Just released: C library to generate mazes
Nifty. Working on a maze game right now and not too thrilled with what I'm getting back from my generator. May give this a look.
URL: https://forum.audiogames.net/post/616742/#p616742
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Re: An Opportunity May Be Just Around The Corner...
Cool, thanks for that update. It's useful, in that it clarifies what sort of skillset you're looking for. Looking for a developer is a bit like looking for a writer. It's important to clarify at least what type of writing, or development,
Re: An Opportunity May Be Just Around The Corner...
@24 That's fine, but neither is a circular saw. As such, it doesn't make sense to pontificate on why that is the case until we get a little more information on this project. Is it a MUD? a more traditional multi-player game? I get not want
Re: An Opportunity May Be Just Around The Corner...
There's way too little public information on this project to warrant speculation on what is and isn't a good fit for it.
URL: https://forum.audiogames.net/post/613283/#p613283
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Re: Is paying for LeetCode worth it?
Probably not. Save the money for groceries, or something that'll actually do you some good.
URL: https://forum.audiogames.net/post/613181/#p613181
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Re: HElp with Making Megamek/Battletech ACcessible
Yeah, I could see how your equivalent of my d-pad up and down taxonomy might be:* Allied unit* Enemy unit* Weapon* Powerup* Advantageous terrain* Disadvantageous terrain* ...Not sure if those last two can be quantified, maybe if there are s
Re: HElp with Making Megamek/Battletech ACcessible
I'd be happy to brainstorm map accessibility ideas with you sometime.I'm currently working on a roguelike-ish game, with plans for more traditional roguelikes in the future. Here's a preview of what my control scheme looks like now:Gamepad:
Re: Migrated Godot accessibility to GitHub
At this point, I probably wouldn't recommend it for blind developers. I'll keep maintaining it on a best-effort basis, and am happy to collaborate with anyone wanting to push it forward, or to work with anyone making a Godot title accessible.I'm di
Re: Navigation for the blind (algorithm of redirection)
Yeah, I think relaxing your requirements is a good idea here. If your goal is "don't direct someone to the middle of streets," you'll have a hard time with it. But if it's "give users as much information as they can get about their sur
Re: Navigation for the blind (algorithm of redirection)
This is one of those points that is so stupid, but easy to overlook and still worth making. Data is important, too.I actually know something about this subject because I've been writing my own GPS navigation app for a while now. Nothin
Re: searching for developers
@8 And dude, I get the pessimism, but there are so many small-scale multiplayer games out there, including Swamp for all its warts, and while folks certainly complain, they do come back and keep playing. I get that it's a hard computer science problem, and it's
Re: searching for developers
@5 I agree. I guess I just see the risks as somewhat inverted. Building a networked game isn't the less possible task here. The less possible task is dealing with the fact that someone who can do it competently won't do it on a budget, so you're either dealing w
Re: searching for developers
@3 Really? I mean, to be fair, this place is full of beginners. But an audio FPS is, what realistically, 2-D with maybe fake height? I've never done networked games past MUDs, but given those constraints, I don't know that it's beyond the abilities of any large
Re: searching for developers
@3 Really? I mean, to be fair, this place is full of beginners. But an audio FPS is, what realistically, 2-D with maybe fake height? I've never done networked games past MUDs, but given those constraints, I don't know that it's beyond the abilities of any large
Re: Ideas for managing remote windows server using my Screen reader
If you can RDP to a remote command prompt and run "net start audiosrv", sound may start working. I was able to use NVDA on a Google Windows VPS to set up Windows CI before GitHub offered it natively and often for free.
URL
Re: Migrated Godot accessibility to GitHub
Interesting. Might look into it. Thanks for the pointer!
URL: https://forum.audiogames.net/post/596504/#p596504
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Re: Designing an Audio FPS
Honestly, if you just want to make games and couldn't care less about nerding out, use Unity, Unreal, or Godot. If your engine is so weak that it doesn't support decent audio, and you can reasonably use one of the other three, use those. The shitty thing about mak
Re: Designing an Audio FPS
OK, best of luck to you! If you're able to take that plunge then Unity or Unreal should work equally well. I'd be thrilled if I could competently use either.
URL: https://forum.audiogames.net/post/595535/#p595535
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Re: Designing an Audio FPS
Been watching this one from the sidelines, and from a development perspective I agree. Graeme, you seem talented with some great ideas, but this engine sounds pretty limiting if it makes mouse-tracking difficult. Would love for more of us to be able to help you ou
Re: Migrated Godot accessibility to GitHub
Cool, I'll take a look, though I haven't done anything with 3-D yet so don't have a lot of experience with the transforms. One thing to maybe look out for if you're changing the translation is that you're changing the parent-most translation. I.e.
Re: Migrated Godot accessibility to GitHub
Sorry, that was to sanslash332.I'll have to think about using the output function. I suppose there's nothing wrong with that, other than that folks might be surprised when godot-tts starts driving their Braille displays.
URL: https://forum.audioga
Re: Migrated Godot accessibility to GitHub
Very nice! Are you pushing your work anywhere? Would love to take a look.
URL: https://forum.audiogames.net/post/590499/#p590499
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Re: Migrated Godot accessibility to GitHub
Nice to hear, you made my day! Out of curiosity, what didn't work previously? Glad it works now--I'm just curious to learn what changed.Thanks!
URL: https://forum.audiogames.net/post/589632/#p589632
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Re: Looking for light graphics design work
Replied. This whole broken PM system should probably just be turned off. FWIW, the Email link below each of my messages seems to work and doesn't leak my address as far as I can tell. I wonder why we don't all switch to that? I'd understand if it a
Looking for light graphics design work
Hey folks,Working on getting Onslaught, my audio Asteroids-like shooter, listed on the Microsoft store and available on the Xbox. Also hoping for a mobile launch too, but performance may not be there. Anyhow, if you've ever submitted an app for store s
Re: IOS Development
Also, not sure if you know this or if it's still true (if it's not, I'd like to know) but I don't think emulators are accessible. So you'll need to test on-device.
URL: https://forum.audiogames.net/post/578948/#p578948
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Re: anyone using Node for back end web development?
I have.Not hard to learn.I'd say that conventions mostly apply, but you'll have to learn some _javascript_-isms that are slowly going away. I.e. many functions use a callback style, where the first argument is an error (if any) and the sec
Re: Long shot: anyone have any Microsoft Xbox contacts?
Yeah, I've been using those automated bindings for TTS since May. Unless you're referring to something other than the winrt crate and cargo-winrt tool. None of that packages the UWP app, though.Hopefully things will get better. Probabl
Re: Long shot: anyone have any Microsoft Xbox contacts?
Not that I know of. Godot is actually generating the UWP app here, and Rust just provides a DLL. I'd probably search for the Microsoft docs for manually constructing a manifest and building an app via makeappx. It's kind of a mess, and
Re: Long shot: anyone have any Microsoft Xbox contacts?
OK, cracked it with the help of a Microsoft employee friend. Turns out that a failed attempt to load Tolk pulled in the MSVC APIs, which aren't available on the Xbox. On desktop UWP it just fails to load Tolk and falls back to WinRT sp
Re: Long shot: anyone have any Microsoft Xbox contacts?
@5 PM sent. The Email link below my posts should also work.Thanks, everyone. Looks like I've resolved (or at least figured out) the immediate issue, but I'll look back at this post if I ever manage to crack Xbox development and need he
Re: Long shot: anyone have any Microsoft Xbox contacts?
OK, cracked it and it'll either be moderately simple or impossible. Fun times.It's quite likely that the TTS DLL is linking against a platform DLL not included in the, uh, *Universal* Windows Platform. The only universal bit there is M
Re: Long shot: anyone have any Microsoft Xbox contacts?
Thanks! Any little bit helps.FWIW, after slugging my way through the less-than-accessible web interface the Xbox throws up in dev mode, including one instance where it crashed my browser, I did scrape up these logs:**ERROR**: Can't ope
Long shot: anyone have any Microsoft Xbox contacts?
Figure the answer will be a big fat no, but in case any lurkers here have an Xbox accessibility developer contact...I have my Asteroids-like shooter Onslaught running as a UWP desktop app, including TTS and its embedded screen reader. I ca
Re: The Synthizer Thread
Here's a sample of the errors I'm getting compiling under WSL:../include/synthizer/memory.hpp:72:29: error: 'T' does not refer to a value../include/synthizer/memory.hpp:68:19: note: declared here../include/synthizer/memory.hpp:72:36: error: expected '(' for function
Re: The Synthizer Thread
Minor console correction: UWP lets you target the Xbox One. I think you can also build natively for it with DX12 and such if you're willing to jump through certification hoops. Since miniAudio already covers that use case, it may already work.I made a failed attempt
Re: Console debugging under Windows
You are correct, sir. Can I change Powershell not to do that evil horrible thing to me ever again? It never occurred to me that a shell could suppress a dialog when there's clearly a GUI running that can show it. Linux will if there's no DISPLAY variable
Re: Console debugging under Windows
Here's my NVDA crasher not every half hour, sometimes multiple times in a 5-minute period. I'm basically hitting ctrl-alt-n on autopilot, almost doing it subconsciously at this point:https://github.com/nvaccess/nvda/issues/11591And yeah, I know about CBD,
Console debugging under Windows
Ugh, nothing has made me feel quite as stupid as has working with Windows for the past month. I'm trying to debug a crash in the Godot editor, and am looking for a console debugger. Or any accessible debugger, for that matter. I can't seem to get VSCode's int
Re: Audio Games with Rust?
Sorry you've been that isolated. I know that sounds kind of trite, but I do mean it.Anyway, I don't doubt you can add scripting as a plugin, and Cart fully expects folks will. He just won't be shipping it like Godot does GDScript. And I can't blame him TBH, becaus
Re: Audio Games with Rust?
I took a day to think things over.First, I'm not mad at you, which I explicitly stated:I don't mean to seem harsh, and I'm not upset at you.Second, maybe I've just had a shitty week, and that colors how I'm reading text. I turned 40 last Monday, and instead of hav
Re: Audio Games with Rust?
@31 *sigh* Geez. That's why they're doing an editor, and a human-readable and human-writable scene format, so you can build your behaviors out as components/systems. Then your designers, level editors, unicorns, smurfs, whatever, use the editor and chain together
Re: Audio Games with Rust?
Bevy's author has stated that he considers in-engine scripting to be an anti-pattern. That said, most engines I'm familiar with support plugins, so I'd not be surprised if someone binds one of the existing Rust scripting languages to a number of existing engines.I
Re: Audio Games with Rust?
I don't necessarily think you're trying to shoot it down, but I also don't think it's fair to expect a fully-baked project from a solo developer. I'm kind of in the same boat with godot-accessibility. To document it would involve me figuring lots of stuff out, lik
Re: Audio Games with Rust?
Not to start a nerd war, but in response to "what am I missing by not just doing this myself?" I found this interesting bit from the Bevy 0.2 release announcement:Bevy uses multi-threading throughout the engine: ECS scheduling, asset loading, rendering, etc. Befor
Re: Audio Games with Rust?
@11 I think the piece you're missing are resources. If you need some global, whether it's an asset or TTS server or whatever, you add it as a resource to the world, and can then retrieve resources by type in specific systems. I haven't investigated Bevy's asset st
Re: Audio Games with Rust?
I hear you re: keyboard focus. Again, remember this is all super early, so I don't think it's entirely accurate to assume that no keyboard support now means no support ever. They barely have buttons right now, to put things into perspective. The APIs are actually
Re: Audio Games with Rust?
I mean, maybe you could code it up in a Saturday. All I know is that smarter folks than me are optimizing the hell out of ECS', and I've done this for long enough to be allergic to the "what's the big deal about X? I could do it in a weekend" mentality. If it coul
Re: The Synthizer Thread
OK, I'll add you tomorrow when I'm back at my workstation with crates.io credentials.
URL: https://forum.audiogames.net/post/572550/#p572550
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Re: Audio Games with Rust?
I'd recommend looking into Bevy for an engine. Maybe I'm biased, but the ECS pattern of composition is so much easier to reason about. Plus, if we add accessibility to Bevy's UI, it's easier to do by just adding an Accessibility component to all widgets and a scre
Re: The Synthizer Thread
Well, I'm not going to worry about it unless I have a reason to. It works for now.
URL: https://forum.audiogames.net/post/572462/#p572462
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Re: The Synthizer Thread
I don't know what I need to do. This is my first big Windows project. I guess it needs to be built as a DLL, though I statically link in Synthizer so the Rust dependency DLL has everything it needs. Linux is either the opposite or doesn't seem to care, because I don
Re: The Synthizer Thread
Updating to note that I've finally gotten this working. Did what I should have if I wasn't so tired and created the simplest example that didn't work. That simple example was Bevy + Synthizer. Tolk worked fine, and while it appeared in the error, it was one of those
Re: The Synthizer Thread
OK, forced a release build and confirmed it. Now this definitely looks like a Tolk issue, because with it in the build it fails, but Synthizer seems to be working now. So I guess Tolk is linking against this debug CRT and I need to figure out how not to make it do t
Re: The Synthizer Thread
OK, progress on the linker issue. From https://github.com/grovesNL/spirv_cross/issues/109:Rust currently always uses the release CRT. It does not have the option to use the debug CRT. Every crate that builds C code therefore builds it with the release CRT and so try
Re: The Synthizer Thread
Yup, the tolk-rs issue was string handling. I didn't write that code. Someone else did their own custom string conversions and I trusted those. Just replaced it with a crate, and now the speech workarounds aren't necessary--or at least will be once my PR merges.Now
Re: The Synthizer Thread
@233 You likely want my TTS crate: https://github.com/ndarilek/tts-rs. Binds Tolk, WinRT, Speech-Dispatcher, _javascript_, and a couple different MacOS APIs.
URL: https://forum.audiogames.net/post/571942/#p571942
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Re: The Synthizer Thread
There's probably a crate, but if it's a one-liner, I don't want to pull in something heavyweight like uom which ships a million or so unit types and conversions. And, yeah, I think Ethin got it. The formula you included was the one I already have.But, fuck a duck, I
Re: The Synthizer Thread
OK, I'll add db as a function on 0.2. I really suck at math. What's the formula for converting a scalar to DB? I lifted the DB-to-scalar formula from your Python example. It's been a while since I solved for X algebraically, and it's probably best to just get the fo
Re: The Synthizer Thread
And we're live on crates.io. If you like, I can add you as an owner. No obligation, just reducing the bus factor a bit.One minor bit of feedback. I ported the Python media player example last night, and was tripped up for half an hour or so because setting gain repo
Re: The Synthizer Thread
Re licensing: already done. I just went public domain--copied the LICENSE file straight from Synthizer. I try to make bindings match the license of the library they bind where possible.OK, since the clang requirement is eventually going away, I'll stick with my hack
Re: The Synthizer Thread
Is there some easy way to tell cmake to prefer clang/clang++ over cc/c++ or gcc/g++ whenever presented with those alternatives? If so, maybe that can be the default? I'm having the usual grief setting up CI with a new project, and the culprit seems to be that GitHub
Re: The Synthizer Thread
Still under active development, and Onslaught is in testing and getting good feedback. I just want other tools in the box, and Bevy looks like a good option aligned with my mid-term efforts.
URL: https://forum.audiogames.net/post/571099/#p571099
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Re: The Synthizer Thread
Makes sense. I'll leave things like they are, then.FWIW, I'm going to knock together some prototypes in the new Bevy Rust game engine soon, and in those situations I'll definitely be creating and publishing engine-specific abstractions. In that case I'll probably cr
Re: The Synthizer Thread
OK, got simple sound playback working. Thinking about the API design a bit more, though, I wonder how terrible of an idea this is?:Create a context.Create a source from the context.Create a generator from the source (I.e. source.new_streaming_generator, source.new_b
Re: The Synthizer Thread
I'm far enough along that I'm ready to start working on some happy paths. I'm still a bit unclear on some assumptions, though, and want to check them.If I want to play music or background sound that doesn't participate in panning, spatialization, etc., I:Create a st
Re: Scrolling in the Windows terminal, or what should I use?
Oh, you're right, it does seem to work. I have to admit to still being confused by all of NVDA's review modes. On Linux there's basically just flat review mode. I think when I couldn't get it working, I was using object review and
Re: Scrolling in the Windows terminal, or what should I use?
@8 As in, the app from the Microsoft store? How do you review text? I can hear command output but can't seem to find anywhere to review what I entered.
URL: https://forum.audiogames.net/post/570429/#p570429
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Re: The Synthizer Thread
@210 Thanks, didn't know about those types and Google was no help.
URL: https://forum.audiogames.net/post/570024/#p570024
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Re: Scrolling in the Windows terminal, or what should I use?
Fair enough, I'll check the NVDA manual. Thanks. FWIW, Linux doesn't ask me to check the Orca manual for terminal shortcuts. Not a value judgment, just explains why I didn't check my screen reader's manual for how to navigate my t
Re: The Synthizer Thread
I'll see what I can do, but I'm certainly not a Rust n00b and I'm having a bit of trouble passing a null value into this function. I agree with you that it *should* be easy, but it isn't obvious to me how to do it after 20-30 minutes of researching this one issue. R
Re: The Synthizer Thread
I am using bindgen, yes. The issue is that it generates code that specifically references c_void, and I don't think you're supposed to construct those at all from Rust. I think there's some dark magic that makes Option appear nullable over FFI under certain circumst
Scrolling in the Windows terminal, or what should I use?
OK, this is driving me insane. Is there some way to scroll in the default command prompt without:[1. Opening the application menu.2. Selecting Edit.3. Selecting Scroll.4. Paging around, then discovering that NVDA won't let you review
Scrolling in the Windows terminal, or what should I use?
OK, this is driving me insane. Is there some way to scroll in the default command prompt without:[1. Opening the application menu.2. Selecting Edit.3. Selecting Scroll.4. Paging around, then discovering that NVDA won't let you review
Re: The Synthizer Thread
Cool, thanks.As another aside, and to put something else on your already full plate, I wonder if it might make sense to configure the stderr logger by default? Or is it already? I thought maybe that might give some insight on what's going wrong, only I'm not sure wh
Re: The Synthizer Thread
Sorry, I don't want to make more work for you. I'm trying to implement syz_createStreamingGenerator, and get an access violation whenever calling my Rust wrapper. Guessing that's the Windows equivalent of a segfault? Happens right at the callsite.I canonicalize the
Re: The Synthizer Thread
Right, the point wasn't to respond to panic, it was to run code on exit. But that isn't necessary now.
URL: https://forum.audiogames.net/post/569759/#p569759
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Re: The Synthizer Thread
Wait, what am I thinking? Of course the drop order is controlled with a struct thanks to lifetimes.I've hidden initialize/shutdown in a struct, then tied context creation to that. Now the example is a lot cleaner and doesn't crash.
URL: https://forum.audiogames.net
Re: The Synthizer Thread
OK, I'll switch to a struct that does the initialization and shutdown. I thought about that approach, but didn't want to assume that I should handle that detail myself. I still can't control the drop order, though since you're making that not error, that should be f
Re: The Synthizer Thread
I wouldn't worry about the magic. It seems to make assumptions about what compiler you want and such. I didn't see an easy way to change that, but didn't look hard enough. A lot of these "use cmake/autoconf/whatever from build.rs" projects implement the subset the a
Re: The Synthizer Thread
Druid claims "robust accessibility support" as a goal. That should be true on Linux where GTK is used. I don't know if it also uses GTK under Windows, but gtk-rs is only mentioned in the Linux-specific section, so hopefully it doesn't. I haven't looked at this at al
Re: The Synthizer Thread
So no guarantees how hard I'll push on this, but since I'm really digging Bevy for future game work, and since Rust's audio story is about as DOA as everything else, I started work on some Rust bindings. Needed a break from crunching on Onslaught. I know, sick idea
Re: The Synthizer Thread
To be clear, I have a decent amount of experience with this, and it does nicely. What I *don't* have a decent amount of experience with is making it work on a 32-bit system, cross-compiled. There are two variables there--64-bit to 32-bit, and native-to-cross. Someth
Re: The Synthizer Thread
Rust and Cargo. I just let it set the toolchain, which it seems to do just fine under 64-bit Windows and everywhere else.
URL: https://forum.audiogames.net/post/566691/#p566691
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Re: The Synthizer Thread
@173 Sounds exactly like what I hit, please let me know if you figure out a fix. I ran under the 32-bit environment, but gdnative uses clang and I wondered if perhaps the Microsoft 32-bit environment wasn't setting up everything for LLVM to work correctly.Anyhow, th
Re: The Synthizer Thread
FWIW, 32-bit releases aren't just a matter of checking a box. They're kind of a pain in the ass, at least in my experience. godot-tts isn't doing them and likely won't because there was some odd build failure, I don't remember what it was, that only happened in CI.
Re: Does WSL2 support Linux audio?
If I go that route, I'll report back here. It occurred to me today that a Linux VM may not be too terrible, though. I'm buying an extra 2 TB HD on which I'll run Windows, and I imagine I can point something like VMWare at my old Linux drive and boot that u
Re: Does WSL2 support Linux audio?
Thank you.
URL: https://forum.audiogames.net/post/565255/#p565255
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Does WSL2 support Linux audio?
Thinking about making another go at using Windows 10 as my primary computing environment. When I last used it, WSL wasn't even a thing, and my development process almost always began "Spin up a Vagrant VM." That was a huge pain for lots of reasons.I do need Li
Re: MacOS, Gatekeeper, and this ever-evolving pain in my ass
Well, right now I have 7 Linux testers and 0 Mac testers. So unless this double-open thing doesn't work, I'm holding off on paying Apple $100 on the off-chance my game really sucks. Given that I opened up the first round to Linux
Re: MacOS, Gatekeeper, and this ever-evolving pain in my ass
Wait, so on new MacOS, you can't use VO-Shift-M, Open twice? It can only be disabled?To be clear, I don't want to disable it. I'm trying to figure out how to grant one app an exception. I need to keep this Mac as close to retail s
Re: Audio Game Developers Discord
Neat place. I do worry that the split into categories may spread the community a bit thin, though. I'm kind of a generalist, and am popping in and out of a few different rooms, but the conversation is also a bit sparse.Hope it gets more traction!
URL: http
Re: MacOS, Gatekeeper, and this ever-evolving pain in my ass
Thank you! I'll add those instructions to the email I'm drafting. I didn't want to link folks to some article that told folks to ctrl-click, then flounder when they asked me how and I didn't know. Much appreciated.
URL: https://
Re: MacOS, Gatekeeper, and this ever-evolving pain in my ass
Disable it permanently, or just for one app? I'd really rather not advise people to globally disable Gatekeeper just so they can run my app, if I can avoid it that is. I'd really rather find an easier way to make a single exceptio
MacOS, Gatekeeper, and this ever-evolving pain in my ass
Ugh, for reals Apple.So I'm about to start the first Onslaught beta round, and figure I'll send to Linux and MacOS testers since there are fewer and they'll catch the obvious bugs I've missed. Only, I'd like to include accessible inst
Re: Onslaught, audio Asteroids, early Linux/Windows beta
Hey folks,This took way longer than expected, a big reason for which was that I was gifted with a Mac Mini and iPad Mini. As such, I've since gotten test builds working on MacOS. I'm still uncertain on whether I can adapt to mobile--t
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