Hmm, the external documentation doesn't seem to mention the arrow keys or the mouse, though the internal documentation in BrushTone sort of does... Oops! Thanks for pointing that out, I've fixed the inconsistences and elaborated a bit in the external documentation on how drawing works.
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The OpenAL examples work with Pyglet and PyAL, and include 3D positional audio, HRTF, EFX, and recording. The sonifier scripts are available under a LGPL attribution license by Peter Meijer, so if you plan on using them be sure to check the license on his site, which is included in the source code.
BrushTone is the first version, I've been working on a new tool as time allows which will include a number of improvements and new features. There are a few other drawing tool's i've found around that you may also be interested in: SVGDraw01, BlindPaint, and TactileView. If your interested in any python examples or source code for OpenAL or Peter Meijers Sonifer method I have a bunch freely available in a repository.
As for AudiMesh3D, its more of a preliminary tool for only viewing 3D models, when you start it there's a default cube you can view so you don't strictly need a 3D model to use it. The interface is similar to that in BrushTone, though you can rotate, scale, and pan around the 3D model however you like. Its largely meant to be used with OpenSCAD, a free 3D CAD modeling program that uses text based scripting, there's a description in AudiMesh3D's documentation on how to use it with it. Essentially, what you can do is write a text based script file, then compile it into an STL file on the command line with OpenSCAD, then view it with AudiMesh3D.
Also, if you haven't already you should consider dropping by the audiogames.net community.
Hmm, thats when pressing C for coordinates yes? Does it give the same behavior in NVDA? What operating system and hardware are you using?
To create animations create or load the desired frame images into brushtone, pressing tab can allow you to toggle between them. Then press F1 for the canvas menu and select "save image". Enter a name and select "gif" as the format. Brushtone will then take all the images currently loaded in order and save them as a gif animation. Note that the images should be the same size, and the number of colors in the images will be automatically reduced to 255, so some detail may be lost in high quality images. Also note that gifs will not save with transparency.
As has been mentioned, there's no easy way to go about building a web application like that without rewriting it. Is there a particular reason it has to be a web application as opposed to a downloadable exe?
Dealing with copyright issues over music can be a hassle in the long run thats relatively easy to avoid. There's no shortage of CC music around like from the Big List of Free Sounds here or one of the many random music generators floating around the net, just be sure to read and the licensing terms (attribution, etc). If at some point you want some custom tracks you can also ask around for rates from the various musicians floating around here.
Hm.. I'm not sure about mentoring perse, but I can offer some advice and answer any questions you may have if that suffices.
As a general rule of thumb, recommendations on where to start will vary wildly depending on who you ask. I typically recommend [Python], as its easy to learn, powerful, versatile, and has lots of documentation and support. [Learn Python The Hard Way] can help familiarize you with the language, after that there are a number of API's you can move towards, such as [Pyglet] for graphics/audio/controllers/etc. among others. A few other places to check out would be [Tigsource] which is a community of independant developers, and [Gamasutra] which focuses more on the business and industry of game development.
What version of windows are you running? If windows update is causing issues, its may still be possible to download an available service pack with the required updates and manually install them.
Hmm, its looking like this may not be something thats isolated to Aven Colony, but appears to be an issue with Microsoft VC++ 2015 that effects many other games as well. There's a thread here on Steam you can check out that seems to offer a few suggestions and solutions, one being that you may not have the required system updates to be able to properly install MSVC++ 2015 redistributable.
Not sure, but there's a description of its behavior and methodology here. It seems to suggest that it will also populate system files and spread non-malicious files in various folder's as part of its payload, so the games could be collateral damage rather than the source. Typical vectors seem to be spam email attachments, social media links, and third party software. Its not impossible that some element of the games or their installation could have been a vector, one way to make sure may be to thoroughly purge the trojan and reinstall the games in question, then run another sweep to see if infection reoccured.
Unlike Kodu, Scratch, or GameMaker, Python doesn't have any straightforward graphics or mouse/keyboard handling built in. In order to handle things like that you'd need to install a 3rd party library like Pyglet (there's a Beginners Guide here) or Pygame. There are also a few pre-built engines that use Python though like Panda3D, or Blender which comes with modelling and rigging tool's for making 3D models, although the learning curve on it can be pretty steep. Though not related to Python, the Unity3D Engine is also a popular choice among developers.
I'll be off the grid for a few days, but the important thing in all this is to find a platform you feel comfortable with and go from there, be it GameMaker, Unity3D, Python, or whatever else. Feel free to experiment and have some fun. ^^
Hm, it's a bit misleading but you don't actually need a verification Email or account to download GameMaker. From the main YoYoGames website, click on Get GameMaker, then click on the Free Download button on the next page. It will then take you to a page prompting you to make an account, ignore that and scroll to the very bottom of the screen, there you should see some underlined categories like "GameMaker", "Download", "Support", etc. Under the "Download" category click "GameMaker: Studio" and it should give you the download for the installer. For convience, here's a direct link to the download [link].
I don't have a great deal of experience with GameMaker compared to Python so I may not be able to offer much help, though I have found a few tutorials for making First Person Shooters that may prove useful. If on the other hand you want to try Python you can read Learn Python the Hard Way, it has a similar syntax and format to Scratch and serves as a good gateway to other lower level languages. There's also an open source Minecraft Clone written with Python and Pyglet over here.
Normally this sort of thing requires you to know a programming language, or at least have an understanding of programming logic. I do have a few recommendations however that may help. If you have absolutely no understanding of programming logic I suggest you try playing LightBot, its a great little game that introduces players to the concepts of programming. From there you can move on to Kodu which provides a number of easily assembled logic blocks you can use to make a shooter style game.
If your interested in further learning after that there are a number of other resources available though opinions and tastes vary on which tools people recommend, such as Scratch, Game Maker, and Python, among others. If you have any further questions, feel free to ask.
Hmm, there are a few. There's Outpost 2: Divided Destiny, the WarWinds series, Offworld Trading Company, PlanetBase, Duskers, maybe Space Colony? You could also include Dungeon Keeper/War for the Overworld in there too. There's also the 7dRTS Ludum Dare entrants from a few years back to see what they came up with.
Ah, I see what you mean, but would that not depend on your choosing for itch.io to collect payments on your behalf over direct payments? Still I guess the language is a little mixed on that, I had assumed that the percentage revenue share was subtracted at point of sale (which it may well be with direct payments), and that it would be the same for payments collected by itch.io with profit share subtracted at point of sale, not at the point of payout.
Making that clearer as an official feature at least I think wouldn't be a bad thing (like a more explicit revenue share slider on the payout screen as opposed to only in settings, or at least a better description that you can do that), and there still could be room for a similar feature with direct payments.
Spam and exploit attempts are bound to rise given the sites increasing popularity, in the long term this will likely become more of an issue . The only thing I would add to this suggestion would be to also include Audio Captcha's for the visually impared, there have been a few instances where they've been excluded because no method for hearing a captcha was implemented.
Something else to consider though is that there have been some groups, operating out of India for example, that pay people to bypass captcha's to post spam. I beleive tigsource also uses a series of community questions to thwart drive-by posters who don't at least spend a little time getting familiar with the indie scene and the community.
As a developer, I'm not always sure how much to give to itch.io. Will my game sell well? Or will it tank? I don't really know, but what if I set it low and it goes viral? I could make a lot of money! But I may not be able to set the % to itch.io for a bit, or know exactly when to. That could mean I get a lot of money, but itch.io could get little after the fact, even if I set it after, theres no guarentee that sales will continue (again making setting the % uncertain).
So I got to thinking, what about a scaling price cut feature based on sales revenue?
For example, lets say I set the itch.io cut to 10%, and set a scaling threshold at 1000$. So if I get less than 100$ in sales, itch.io would get nothing (or 1%), but for every 100$ in sales itch.io's cut increases by 1%, up to a maximum of 10% beyond the threshold of 1000$ in sales. This way, if I get very poor sales, then itch.io wouldn't get much, but if I get a lot of sales, it would automatically scale to give itch.io a better representative cut. This could also potentially be determined by total sales per week, month, or total sales in general.
This might help developers be more comfortable giving itch.io a cut of sales, since they don't know whether a title may do unexpectedly well or not. It could give them the opportunity to plan ahead should it unexpectedly turn a profit and want to share the resulting revenue accordingly.
Something to think about, heh.
There are a number of interesting things about Rats such as their need to chew (as their teeth continue to grow). They are constantly gnawing on things and can chew through a wide variety of things such as bone, wood, cinder blocks, lead pipes (not steel plating though), etc. Maybe you could have a Bite ability as a melee attack, but also as a way to dig through certain terrain/obsticals? There's also their keen sense of smell, which can so sensative as to detect Landmines and even diagnose tuberculosis. They can also purportedly carry and transmit a number of diseases, such as bubonic plague, lassa fever, leptospirosis, Hantavirus, etc.
If your going for some anthropomorphising, you could also try mining some other works for idea's, such as The Secret of Nim, The Redwall Novels, The Tale of Despereaux, the rats in Dishonored, etc.
Heh, I can sympathize. I seem to remember they built a custom proc-gen editor to build it though which they called ".werkkzeug", the latest being ".werkkzeug3". I think some versions were released to the public, it's probably still floating around the net somewhere.
There are as many ways to go about procedural generation as there are potential random variable outcomes, it depends on the parameters and needs of the user. There's a pretty extensive resource thread on the subject on tigsource here that people may find interesting.
I also found the .kkrieger demo really facinating for what they managed to accomplish.
"If its legal" is a bit of a misnomer in some cases, as different countries have varying laws and guidelines for (fictional) material. A good general rule of thumb however is to strictly avoid anything involving anyone under the age of 18, or anything that may appear to be under the age of 18 (so sexy time with a 100 year old vampire child still counts as a faux pas). You may also want to avoid extremely graphic and/or violent sexual content (IE: Explicit rape, sexual torture, etc).
Hm, well guess that answers that. I know the answer may seem like a canned corporate spiel, but when your a company of that size formality matters. Ultimately though, I'd still call it a success, itch.io caught them off guard and gave them something to think about, and from the sounds of it they weren't entirely put off the idea. All thats left now is to keep making itch.io awesome and see what the future holds.
I'm not sure if its a joke or not either, but its definitely giving off a strong impression it is:
-Achievements for arranging your content and downloading as many games as you can
-Integration with matchmaking to find the libraries of other gamers that share your interests
-Microtransaction integration so you can directly support the creators you love and buy unlockable hats
The "Reverse Sales" seemed like an April Fools but its an actual feature thats here to stay..? And, I mean, its not like those are terrible ideas. Either way this (or something like it) was discussed earlier around here.
The general idea was that because itch.io has more Linux games available than any other platform and because SteamOS is attempting to establish linux gaming as "a thing", we could pool our resources and make the itch.io app compatible with SteamOS to double its available library and give dev's a backdoor to Steam. Steam may appreciate having a less strict venue available on the platform to boost available content, because one of the things hurting SteamOS a lot right now is Steams exclusivity, having to vett all the available games is making it difficult for them to build up a decent library, but by having a second platform with less strict requirements it can help populate it with new content at a more rapid pace and give it more momentum.
I'm not sure about the exact details, but its not quite as unorthodox as you might imagine. For example you can already buy games that require you to use third party platform's like Origin for example. I would assume that legal requirements wise, if someone uses the itch.io App they would be subject to itch.io's term's and conditions, not Steams, as any purchases made through itch.io wouldn't get added to your steam library. Hm, wonder if they'd want a cut of each sale..