Re: [Audiogames-reflector] I'm making a new game, but have a question

2014-03-24 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: I'm making a new game, but have a question My post was perhaps too harsh. I do however stand by the information contained within, and will not be deleting it. I do not believe in attempting to edit out my mistakes from the past, as theyre never really gone anyway and, should it turn up, I

Re: [Audiogames-reflector] I'm making a new game, but have a question

2014-03-22 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: I'm making a new game, but have a question Firstly, it seems like youre desperate for approval. You may want to tone that back some. There is a new releases room, and this is a new release. It does not hurt to post it. If people hate it enough to actually come out and tell you about how

Re: [Audiogames-reflector] I'm making a new game, but have a question

2014-03-16 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: I'm making a new game, but have a question The window title trick works only if the window is otherwise empty. Do not put other controls in the window, and this is likely to work. Games do not often use other controls, so thats probably not a problem; nevertheless, other controls in the

Re: [Audiogames-reflector] What are class handles and why use them in games?

2014-03-12 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: What are class handles and why use them in games? I do not know BGT, but I can provide some background on why the concept is important. Note that I am reading handle as pointer which, from my brief glance at Angelscript docs, seems mostly correct:You have a large class, for example

Re: [Audiogames-reflector] Ergent message to those in the MTG Studios Dropbox folder!

2014-03-11 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Ergent message to those in the MTG Studios Dropbox folder! I believe it may be possible to recover files through the online dropbox interface.That said, version control is your friend, and any nontrivial programming project should be using it. It is difficult to accidentally sabotage

Re: [Audiogames-reflector] Roguelike Radio ep on designing for VI

2014-02-18 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Roguelike Radio ep on designing for VI I am no longer proposing anything heuristic. The Nethack source already does this for us. I havent taken a detailed look, so i dont know if it keeps the information after map generation, but at least while the generator is running it knows whats part

Re: [Audiogames-reflector] Roguelike Radio ep on designing for VI

2014-02-17 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Roguelike Radio ep on designing for VI yes, we do. The people who are playing roguelikes are doing this with their equivalent of the jaws cursor or, in some cases, a braille display. I might try doing it, to be honest. Ive never managed the jaws cursor method, mostly for lack of patience,

Re: [Audiogames-reflector] Roguelike Radio ep on designing for VI

2014-02-17 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Roguelike Radio ep on designing for VI The Nethack manual bothers to give configuration directions, and that the Jaws cursor is the only thing Ive ever heard of people managing to do it with. NVDAs equivalent will not work for it.There is a difference between the map and the level. Levels

Re: [Audiogames-reflector] Roguelike Radio ep on designing for VI

2014-02-17 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Roguelike Radio ep on designing for VI Perhaps it was a different roguelike that I tried. I thought they were quite a bit larger, and that the player only saw small slices. I have been looking at the manual, and took a glance at the map generation code. I have now independently learned that

Re: [Audiogames-reflector] Roguelike Radio ep on designing for VI

2014-02-16 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Roguelike Radio ep on designing for VI The thing is, and Im not sure why we havent really seen this, we could make accessible front-ends. The entry barrier to playing a Roguelike as a blind person is high, exceptionally so. I have not managed it myself, despite trying. Even so, Im surprised

Re: [Audiogames-reflector] Roguelike Radio ep on designing for VI

2014-02-16 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Roguelike Radio ep on designing for VI Meh. I have to disagree with you.First, note how well the BK3 camera works, note how well the Shadow Line camera works. Those displays are actually at least as large as sighted roguelikes. Some of the roguelikes are only 20x20 or smaller, and you have

Re: [Audiogames-reflector] Idea to audiogame

2014-02-14 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Idea to audiogame If you want this to happen, there is a 99.99% chance you are going to have to be the one to program it. There are free alternatives to BGT: Python and Pygame, Java and LWJGL, C++ and SDL or SFML. I listed those in order of general difficulty, and there are yet more. I dont

Re: [Audiogames-reflector] tell me your ideas and segestions about my new Game Engine

2014-02-14 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: tell me your ideas and segestions about my new Game Engine As long as youre not writing your own, you should be fine. Writing your own compliant XML parser will be a project all its own. Speed doesnt matter here anyway: you should be parsing it once, not continuously. There are better

Re: [Audiogames-reflector] Idea to audiogame

2014-02-14 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Idea to audiogame If you can learn on your own and/or are willing to learn either graphical game concepts or programming outside making games, all the things I listed are viable. You do not need to know about graphics to use them, but most of the lets learn to program by writing games

Re: [Audiogames-reflector] tell me your ideas and segestions about my new Game Engine

2014-02-13 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: tell me your ideas and segestions about my new Game Engine If you are writing your own, reconsider. Libxml2 comes to mind here. If you arent, disregard me.URL: http://forum.audiogames.net/viewtopic.php?pid=165418#p165418 ___ Audiogames-reflector

Re: [Audiogames-reflector] An interesting idea

2014-02-12 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: An interesting idea BK3 is close to mario. The problem is getting BK3-like accessibility into a Mario ROM. As a rule blindie side-scrollers are pathetic by comparison to sighted ones; there are exceptions.You can get away with OCR on a lot of the old games-the letters are large, tend to be

Re: [Audiogames-reflector] An interesting idea

2014-02-11 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: An interesting idea Er, for super Mario brothers, no. Youd need an entire system like BK3, plus a good way to handle moving platforms. Same thing holds for just about any other side-scroller for the sighted. Can you actually see it? I think youre missing about 75% of the gameplay. As a

Re: [Audiogames-reflector] i want to create audio games

2014-02-09 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: i want to create audio games @GuitarmanWhy do you edit with idle? Replace notepad with even Edsharp, and then use a command prompt. The only thing you really need is jump to line. Also, note that I use edshar, but wouldnt recommend it; theres Notepad 2, Notepad++, etc. Edsharp has some

Re: [Audiogames-reflector] i want to create audio games

2014-02-08 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: i want to create audio games @Guitarman:Idle is not the place to start, and Ive heard that it doesnt work on windows. A command prompt is the place to start. Yes, really. IDEs get in the way, mostly, and the supposed advantages have to do with being able to look at multiple windows at once.

Re: [Audiogames-reflector] i want to create audio games

2014-02-07 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: i want to create audio games Believe it or not, it is in fact true. Its not something that can be taught via forums, and at first Id even go so far as to say its something learned by example. You need to develop basic skills in order to have meaningful conversations about game design and

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-05 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development I am not 100% sure that this supports mac, but I am almost certain that it does. Accessible_output2 is your friend:http://hg.q-continuum.net/accessible_output2/Youll need mercurial to pull it down- the mercurial command should be:hg clone

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development yeah, C# itself can be. But Im not going to speak to cross-platform Audiogames with it-most of the C# gaming stuff I know about is either XNA, binding DirectX, or using C++ libraries and P/invoke-all of which are decidedly not going to work on Android, and

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development Yes, several. But theyre called IDEs, not SDKs. The terms have different, significantly different, meanings. If youre blind, you dont want them. Pydev for eclipse has a good chance o being accessible, but using explorer and a text editor or just a command

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development I will not be drawn into the Apple debate here. Suffice it to say that writing a nice, long blog post on the issue is on my to-do list. I gave it a good three months. I did not form my opinions second-hand, I formed them first-hand. I also do not like

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-04 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development We seem to be in an engine craze these days. I guess that here is an appropriate place to point this out. This is my opinion, but I sincerely believe it to be close to fact and would require serious convincing to change my mind.Writing a game engine will

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development Yes. Sort of.Applescript is probably ten times more powerful, in the same way that Bash is 10 times more powerful, but it fills the same role. Windows batch files suck a whole lot, and Applescript has a lot more integration and automation capabilities. its

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development Indentation is fine. Go ask your screen reader to tell you about it, and youre good to go. Indentation is good. If your code is indented and your screen reader is telling you about it, knowing how many brace levels you are in is now one keystroke, and you no

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development Indentation is required in Python. It is not optional. Camlorn_audio is primarily C++, which doesnt require it. It is still very worth having in your code, for at least two reasons that I can think of.For jaws, I believe its in text processing. There is a

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development Indentation is required in Python. It is not optional. Camlorn_audio is primarily C++, which doesnt require it. It is still very worth having in your code, for at least two reasons that I can think of.For jaws, I believe its in text processing. There is a

Re: [Audiogames-reflector] AppleScript and Game Development

2014-02-03 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: AppleScript and Game Development No. I will not. The first barrier to C++ is the setup. The second barrier to C++ is resisting the urge to remove all your hair, one strand at a time. The third barrier is actually learning it. And I cant anyway-you need Visual Studio Express, which requires

Re: [Audiogames-reflector] I need some advice for a coding project.

2014-02-02 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: I need some advice for a coding project. I think youve just hit the limits of the while loop approach. I suspect this is your conceptual roadblock in terms of processing power. If youre already doing something besides a while loop that runs everything, correct me. As far as I can recall,

Re: [Audiogames-reflector] Programming Towers In A Tower Defence Game

2014-02-01 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Programming Towers In A Tower Defence Game The question cannot be adequately answered without info on the programming language in use and the games algorithms, etc. The general approach would to be to let towers handle themselves-that is, make them classes with a common interface.

Re: [Audiogames-reflector] simple game in python?

2014-01-30 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: simple game in python? Basically, yes.URL: http://forum.audiogames.net/viewtopic.php?pid=163580#p163580 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: [Audiogames-reflector] simple game in python?

2014-01-29 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: simple game in python? No. There is a difference between 5, an integer, and 5, the string. Its not converting 5 to f-i-v-e, its converting 5 to the number 5, but stored as a string.If you dont have python, get it. This is much easier to see if you try the lines I gave. Also, if youve got

Re: [Audiogames-reflector] simple game in python?

2014-01-28 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: simple game in python? I can, but it would require the dependencies to go along with it. Give me a few weeks to open source the required packages, and then Im intending to put something up using camlorn_audio and game_engine (but Ill probably rename it). Game_engine has a bug in it that I

Re: [Audiogames-reflector] simple game in python?

2014-01-28 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: simple game in python? @dhruvHere you go. The forum will butcher this if you just copy/paste it because its choosing to wrap some of the lines. As an alternative, for a runnable file:https://dl.dropboxusercontent.com/u/356 … inggame.pyyes, I tend to write long lines. The coding of it took 6

Re: [Audiogames-reflector] Ripping Sounds from Games?

2014-01-28 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Ripping Sounds from Games? I tried once. Thats not simple, and depends on the game. You have to do some googling/looking/trial and error, and hope that the game doesnt encrypt, etc, etc etc. The techniques are as varied as PC games, with the complexity of not being stored in PC-friendly

Re: [Audiogames-reflector] Papa Engine?

2014-01-21 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Papa Engine? It cannot be sold on an appstore. It is a programming library. It is not an app, in an way. It is imported into xcode, and used from there. It is nothing at all like BGT in any way, and is not aimed at new programmers. Stay away, definitely, until you know enough to understand

Re: [Audiogames-reflector] Papa Engine?

2014-01-20 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Papa Engine? 1: The papa engine will run only on the iPhone, requires an iPhone developer agreement from Apple ($99/year), and familiarity with xCode. It is only the audio parts of the game, I believe, and probably does not include the sounds.2: Theyre not giving it to you for free, and why

Re: [Audiogames-reflector] Interesting muds:thoughts/rants/etc

2014-01-14 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Interesting muds:thoughts/rants/etc Discworlds lots of things to do is basically questing, and theres some limited crafting potential. Some players have managed to make their way off selling services, but you cant do that until later.heres a secret of muds. If mud x is not roleplay and has

Re: [Audiogames-reflector] OT: 3d sound rendering libraries

2013-12-26 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: OT: 3d sound rendering libraries Just to add a couple more:-OpenAL Soft can be made to run on the Android. If you google, youll find a number of people who have, with code.-OpenAL exists on the iPhone, but OpenAL Soft is disallowed by the apple terms and conditions for the appstore, as its

Re: [Audiogames-reflector] OT: 3d sound rendering libraries

2013-12-26 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: OT: 3d sound rendering libraries Just to add a couple more:-OpenAL Soft can be made to run on the Android. If you google, youll find a number of people who have, with code.-OpenAL exists on the iPhone, but OpenAL Soft is disallowed by the apple terms and conditions for the appstore, as its

Re: [Audiogames-reflector] OT: 3d sound rendering libraries

2013-12-24 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: OT: 3d sound rendering libraries At last check, iirklang does not have HRTF or binaural rendering. It may have limited low-pas filters. As far as I know, the landscape is as follows. You want hrtf if the goal is to sound like Papa Sangre or pre-vista directx.-First, there are the big,

Re: [Audiogames-reflector] I am sincerely tired of muds

2013-12-18 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: I am sincerely tired of muds Not and have it still be online. You get to pick quickly or possible here, Im afraid. Also, the existing data and the like is not sufficient for that in a mud, and the areas dont just convert over. The specifics of why this is a difficult process are way beyond

Re: [Audiogames-reflector] mushclient an NVDA

2013-12-11 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: mushclient an NVDA Install MushZ. i dont have a link, but Im sure that someone can provide one.After that, for anything thats not alter aeon, do the following: create the world, press ctrl+shift+p, tab to add, and add the mushreader.xml plugin. Thats it. You can review output with object

Re: [Audiogames-reflector] Character customization in audio

2013-12-05 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Character customization in audio @sljWait, why is not being able to have group dynamics less important because its audio-only? Just because no one has written an audiogame centered around teamwork and being able to share targets properly doesnt mean that it wouldnt make a good audiogame.

Re: [Audiogames-reflector] Character customization in audio

2013-12-04 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Character customization in audio I dont want to program with a braille display. That doesnt mean I dont have a use for one. once you hit college, It really is only useful for math; the materials are simply not available. Also, speech goes at least 4 times faster, even if youre not crazy

Re: [Audiogames-reflector] Character customization in audio

2013-12-04 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Character customization in audio My thing about stopping programming was merely a statement of emphasis. Its a bug thats so obviously a bug that, should you decide its a feature, you probably shouldnt be programming in the first place: heres my network library, but it only works correctly

Re: [Audiogames-reflector] Character customization in audio

2013-12-04 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Character customization in audio We have indenting, you know. We could have syntax highlighting, if someone wrote some eclipse scripts, or if we all went to linux and used emacspeak. Ive seen code completion work, oddly, in xcode. I also had that working a bit in eclipse at one point.

Re: [Audiogames-reflector] Character customization in audio

2013-12-04 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Character customization in audio Get over to python. I used to hate it. Now I dont. Very, very well-done standard library. Yes, I know that it doesnt work for all projects, and I dont know what youre doing, but even so it eliminates a lot of these problems.Also, how about this:setProcess*,

Re: [Audiogames-reflector] Character customization in audio

2013-12-03 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Character customization in audio This got a bit disorganized, and I dont have the time to clean it up. Sorry.To do something epic would require money, there is no way around it. I have said that most of it is the programming, and thats still true; however, once youve got the great game all

Re: [Audiogames-reflector] Character customization in audio

2013-12-03 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Character customization in audio Well, since we went here...World of Warcraft has money. They can just buy another server because the people in South Nowheresville want to play it. TCP works for a demo, but moving away from it is very, very nontrivial. Its not the missing packets; its the

Re: [Audiogames-reflector] Character customization in audio

2013-12-03 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Character customization in audio My point about UDP was missed, I think. These scalability problems arent linear. For a large set of dispersed players, you just get more servers; say each server costs $50/month and sustains 200 players at $10/month. This is fine for them. They know that

Re: [Audiogames-reflector] Character customization in audio

2013-12-03 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Character customization in audio Heh, Im the opposite. I couldnt imagine, nor would I ever want to program with a braille display. That said, i might if i seriously got into lisp.Im looking at 0mq, and I did some googling. First, 0mq only supports TCP at the moment. Second, I cant find a

Re: [Audiogames-reflector] Making Enemies Follow A Path In BGT

2013-11-29 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Making Enemies Follow A Path In BGT The answer to this question depends on a great deal, and Im going to leave further research and implementation to you. I cant really give plug-and-use code.If enemies never deviate, can never be cause to deviate, and will never follow a different path for

Re: [Audiogames-reflector] Should Swamp stop allowing sighted players?

2013-11-12 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Should Swamp stop allowing sighted players? This is an opportunity. Do not disable graphics. instead, find a way to make a better soundscape for the blind. I should start off by confessing that I lost my swamp password, life got busy, and I no longer play. if things have since changed, so

Re: [Audiogames-reflector] Should Swamp stop allowing sighted players?

2013-11-12 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Should Swamp stop allowing sighted players? This is an opportunity. Do not disable graphics. instead, find a way to make a better soundscape for the blind. I should start off by confessing that I lost my swamp password, life got busy, and I no longer play. if things have since changed, so

Re: [Audiogames-reflector] Should Swamp stop allowing sighted players?

2013-11-12 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Should Swamp stop allowing sighted players? Youre wrong. There are fundamental differences for blind people that come from years and years of practice in real life. You dont just learn to play swamp by playing swamp; you learn to play swamp by waking up in the morning and going about your

Re: [Audiogames-reflector] Should Swamp stop allowing sighted players?

2013-11-12 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Should Swamp stop allowing sighted players? If sighted players get a different graphic, and blind players get the same sound for all loot, this is a bad thing.As for counting things, yes, thats an advantage of graphics. It could be folded into the hypothetical military AI, for starters

Re: [Audiogames-reflector] Epitaph help again

2013-11-11 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Epitaph help again Advice 1: If were talking about the church on alphabet street, the center is 1e from the west staircase or 1w from the east staircase, if I recall correctly. In the case that Im wrong, the actual cellar itself is a 3x3 grid, so find a corner and you can find the

Re: [Audiogames-reflector] Audio-Only Game Advertising

2013-11-06 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Audio-Only Game Advertising I think that the market is smaller than you rate it and that this isnt the best community to ask. Simply posting your game in the forum here is how most people here hear about it. What you want to do is target the people who arent here; the parents of blind

Re: [Audiogames-reflector] Bokurano Daiboukenn 3 trouble with platforming? or something else

2013-11-05 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Bokurano Daiboukenn 3 trouble with platforming? or something else For the mine, where you start at the top and must collect all crystals:The crystals must be collected in descending order. Use the object list, and then figure out paths with the camera. Some paths are not obvious. You cannot

Re: [Audiogames-reflector] Bokurano Daiboukenn 3 trouble with platforming? or something else

2013-10-31 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Bokurano Daiboukenn 3 trouble with platforming? or something else If headphones are an option, you might want to try them. Part of the feedback of the camera is panning, and it gets subtly quieter as it continues moving further away. It might make a big difference; it might not matter at

Re: [Audiogames-reflector] Bokurano Daiboukenn 3 trouble with platforming? or something else

2013-10-28 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Bokurano Daiboukenn 3 trouble with platforming? or something else Well, no, its just that that particular room is difficult. The courtyard is one of the most complex platforming arrangements in the game. So far, only level 8 (I think) beats it. For whatever reason, levels 1 and 2 throw some

Re: [Audiogames-reflector] Bokurano Daiboukenn 3 trouble with platforming? or something else

2013-10-27 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Bokurano Daiboukenn 3 trouble with platforming? or something else O, is it? My bad. Could have sworn that was 1-1. Sorry.URL: http://forum.audiogames.net/viewtopic.php?pid=153370#p153370 ___ Audiogames-reflector mailing list

Re: [Audiogames-reflector] Bokurano Daiboukenn 3 trouble with platforming? or something else

2013-10-27 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Bokurano Daiboukenn 3 trouble with platforming? or something else You have to do some NVDA setup to get instant translate and protalker working properly. After that, you can push things through instant translate, which helps sometimes. Protalker english will give you all numbers in english,

Re: [Audiogames-reflector] IF game development?

2013-10-23 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: IF game development? Heh, inform 6 and 7 are night and day,. Ive looked at 6, and decided that Id just use c or python or (o the horror) _javascript_ instead. But inform 7 is a pleasure for doing this kind of thing. You can do this (may not compile-its been a while):Blocks are a kind of

Re: [Audiogames-reflector] IF game development?

2013-10-19 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: IF game development? Scintilla now has support in NVDA for the word wrap problem. If I recall, jteh uses notepad++, which is basically the Scintilla testbed or something akin to it. The IDE for Inform 7 is reasonably accessible, if you take the time to figure it out (you need to explore the

Re: [Audiogames-reflector] Game Audio Partnership

2013-10-12 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Game Audio Partnership Well, yes, the games here are designed for the blind. This means that the entire interface is presented through audio of some sort or another. Some of them are close to what is available graphically, but the graphics, as a rule, dont exist. This is what is typically

Re: [Audiogames-reflector] A purmanent road to rage server!

2013-10-07 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: A purmanent road to rage server! I think hes talking about an internal IP address, not an external one. in this case, do it ASAP. If you want a permanent server, it needs to be permanent, not permanent except for those 6 hours while you were grocery shopping and it went down (which will

Re: [Audiogames-reflector] Dingoo a380: An awesome gaming device

2013-10-04 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Dingoo a380: An awesome gaming device It is not possible to make a screen reader that works for all emulators and can read the menus of games, short of really good OCR and some sort of statistical model that tries to figure out which one is selected. This is hard, objectively speaking; even

Re: [Audiogames-reflector] if your an audiogames fan, read this

2013-09-30 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: if your an audiogames fan, read this Ive said Open Al Soft is the free option, about a billion times. You could buy the big libraries, but Open Al Soft can put you leaps and bounds above pitch/pan. camlorn_audio will make it easier, as soon as I go and finish it, but nothing stops you from

Re: [Audiogames-reflector] if your an audiogames fan, read this

2013-09-30 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: if your an audiogames fan, read this Camlorn_audio works with whatever you get it to compile with. 2008 will certainly not work; 2012 should be fine. The killer there is boost which takes an hour or so to build, not the specific installation of visual studio. The work thats going on all

Re: [Audiogames-reflector] if your an audiogames fan, read this

2013-09-29 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: if your an audiogames fan, read this Well, actually, if youre talking dead space level of functionality youre looking at several research papers worth of new ideas for presenting your Audiogame minimum. Im not quite sure what I missed, but I thought we were talking about a side-scroller. If

Re: [Audiogames-reflector] if your an audiogames fan, read this

2013-09-29 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: if your an audiogames fan, read this I said nothing about greatness. I said only that if you wanted functionality similar to something like dead space, it is not sufficient. The specific algorithms required involve upwards of 50 multiplications per object per update tick, without collision

Re: [Audiogames-reflector] if your an audiogames fan, read this

2013-09-29 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: if your an audiogames fan, read this Wait, wait, wait. So if I design a car around being able to get you from point A to point B, it doesnt actually need t do a good job and is allowed to circumnavigate the globe instead of just going straight there or something? if I read you right, youre

Re: [Audiogames-reflector] if your an audiogames fan, read this

2013-09-29 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: if your an audiogames fan, read this The dead space engine and audio quality are unrelated. 100% unrelated. You can go buy that level of audio quality for your engine for $1 or less, use Open Al Soft and write the features yourself without spending a dime, or do a bunch of different

Re: [Audiogames-reflector] if your an audiogames fan, read this

2013-09-17 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: if your an audiogames fan, read this You might want to check that formatting. Your codes come out weirdly. If that is how it is formatted in the actual file, be aware that other programmers will have extreme difficulty reading it.Ive noticed a couple things right off the bat. First and

Re: [Audiogames-reflector] if your an audiogames fan, read this

2013-09-17 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: if your an audiogames fan, read this O, my bad. I did check the BGT manual. Thats actually kinda confusing: key_up is the function, KEY_UP is the constant for up arrow. Thats interesting as BGT is targeted at the blind; I wouldnt have expected constant/function name clashes. I found key_up

Re: [Audiogames-reflector] A purmanent road to rage server!

2013-09-14 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: A purmanent road to rage server! There is a technique for TCP hole-punching. I do not know it off the top of my head. UDP is good for games in that its faster, but one has to be willing and able to deal with the lack of built-in reliability--packets can and will go missing. Ill have to look

Re: [Audiogames-reflector] A purmanent road to rage server!

2013-09-14 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: A purmanent road to rage server! UPNP is an Apple protocol. I think that its less wide-spread than you think. In order to do this properly, you need to support multiple protocols, and I personally dont think games should be including Bonjour. If you really want to do a permanent server,

Re: [Audiogames-reflector] A purmanent road to rage server!

2013-09-13 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: A purmanent road to rage server! In order to do this long-term you will need port forwarding. In order to figure out port forwarding for your router, youre going to just have to try. This is an unfortunate truth of port forwarding and not me trying to be standoffish. Alternatively, get a

Re: [Audiogames-reflector] The Future of the Evolution Engine

2013-09-06 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: The Future of the Evolution Engine If you mean programming in python on a braille display, thats no problem: it should just work. if you mean getting a program to send text to a braille display, nothing stops you binding to the dlls that send text via your screen reader with ctypes.URL:

Re: [Audiogames-reflector] The Future of the Evolution Engine

2013-09-05 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: The Future of the Evolution Engine Vb.net is not the place to be. Vb6 is basically dead at this point for new software, at least outside this community. Vb.net is not officially dead, but no one seems to talk about it seriously.You can get clever with the c preprocessor and spit out c++-c

Re: [Audiogames-reflector] if your an audiogames fan, read this

2013-08-31 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: if your an audiogames fan, read this When I said sound above, i was referring only to getting sound effects.Your game can run as an exe, jumping straight into gameplay, without even the ability to save. You can have the ability to walk around without a main menu. You can have the ability to

Re: [Audiogames-reflector] trying to write a simple side scroller in DFE

2013-08-02 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: trying to write a simple side scroller in DFE Perhaps consider a blog. This seems to be what youre letting this topic become, as weve got more than 5 posts of only you. Wordpress.com will let you have a free one, for example, or you can work through setting up something on an actual web

Re: [Audiogames-reflector] Thoughts on instructions

2013-07-30 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: Thoughts on instructions Use html. Thats the standard, just be sure its accessible (test with NVDA for something free, or whatever you have on hand).URL: http://forum.audiogames.net/viewtopic.php?pid=142797#p142797 ___ Audiogames-reflector

Re: [Audiogames-reflector] trying to write a simple side scroller in DFE

2013-07-29 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: trying to write a simple side scroller in DFE A few things. First, this is Lua. I dont know DFE so I cant help much there, but if youre getting errors about comparing functions to numbers you probably forgot the () on a function call somewhere. You havent gotten this far, but its possible

Re: [Audiogames-reflector] The Death Of The Mud Connector

2013-07-26 Thread AudioGames.net ForumGeneral Game Discussion: camlorn
Re: The Death Of The Mud Connector We have a wiki, somewhere. Mud players are very, very anti-wiki, it seems. You get 1 or 2 that care, and the rest are figure it out like I did gamers.Im not sure why web development skills are needed to create a listing. Give a form: name, genre, description,