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#audiogame — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #audiogame, aggregated by home.social.

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  1. Heya folks, for those of you who have been paying attention to my Audio Tetris project, I have a big announcement: Version 1.1.1 is now out and ready for you to enjoy. What's new? Audio Tetris now is localized for UK/US English, European/Canadian French, Italian, German, European/Latin American Spanish, Simplified/Traditional Chinese, Japanese and Korean. Audio Tetris also now supports dark and light modes plus larger fonts for the menu system meant for low vision users. Grab your copy here: github.com/thegregariousdragon or if you have v1.0.4 or later, just use the built-in updater to update to the latest version. If you have any issues, please get in touch and feedback is definitely encouraged. One more thing... I'd like to welcome Jericho Dread as a collaborator to the project. I'm looking forward to the contributions that he brings to the project... #A11Y #Accessibility #Blind #AudioGame #Tetris #Update #NewFeatures

  2. Heya folks, for those of you who have been paying attention to my Audio Tetris project, I have a big announcement: Version 1.1.1 is now out and ready for you to enjoy. What's new? Audio Tetris now is localized for UK/US English, European/Canadian French, Italian, German, European/Latin American Spanish, Simplified/Traditional Chinese, Japanese and Korean. Audio Tetris also now supports dark and light modes plus larger fonts for the menu system meant for low vision users. Grab your copy here: github.com/thegregariousdragon or if you have v1.0.4 or later, just use the built-in updater to update to the latest version. If you have any issues, please get in touch and feedback is definitely encouraged. One more thing... I'd like to welcome Jericho Dread as a collaborator to the project. I'm looking forward to the contributions that he brings to the project... #A11Y #Accessibility #Blind #AudioGame #Tetris #Update #NewFeatures

  3. So, I'm trying to figure this out, but why do people keep boosting my post announcing the initial release of Audio Tetris when I've posted about the 5 releases since then? v1.0.5 is the latest version, not v1.0.0, so why focus your boosts on that? I feel like the effort I put in with Google's Antigravity to actually fix it's mistakes is being ignored by the community. I'm not just vibe coding and pushing it out the door, I spend somewhere between 3 to 5 hours each session trying to make sure that there's as few bugs as possible. Usually, I blow through my 5 hour quota fixing issues that crop up, and sometimes come dangerously close to my weekly quota. Yes, doing an audio-first version of Tetris is complicated, and yes it's incredibly frustrating when it feels like my announcements of new versions are disappearing into the void. All I ask is that people look past v1.0.0 and acknowledge that I've continued to release newer (and hopefully better) versions of Audio Tetris. #A11Y #Accessibility #Blind #AudioGame #Tetris #SoftwareDev #Frustrations

  4. New update.
    Added 7 new levels: Data Flip-Flop, Register, 8-Bit Register, 8-Byte RAM, 64-Byte RAM, 512-Byte RAM, and 4K RAM
    Fixed the reported bug that caused the game to crash when navigating between connections sometimes.
    byte-bender.itch.io/bac/devlog

    #bac #bitsandchips #blind #audiogame #audio-game #audiogames #audio-games

  5. New update.
    Added 7 new levels: Data Flip-Flop, Register, 8-Bit Register, 8-Byte RAM, 64-Byte RAM, 512-Byte RAM, and 4K RAM
    Fixed the reported bug that caused the game to crash when navigating between connections sometimes.
    byte-bender.itch.io/bac/devlog

    #bac #bitsandchips #blind #audiogame #audio-game #audiogames #audio-games

  6. New update.
    Added 7 new levels: Data Flip-Flop, Register, 8-Bit Register, 8-Byte RAM, 64-Byte RAM, 512-Byte RAM, and 4K RAM
    Fixed the reported bug that caused the game to crash when navigating between connections sometimes.
    byte-bender.itch.io/bac/devlog

    #bac #bitsandchips #blind #audiogame #audio-game #audiogames #audio-games

  7. New update.
    Added 7 new levels: Data Flip-Flop, Register, 8-Bit Register, 8-Byte RAM, 64-Byte RAM, 512-Byte RAM, and 4K RAM
    Fixed the reported bug that caused the game to crash when navigating between connections sometimes.
    byte-bender.itch.io/bac/devlog

    #bac #bitsandchips #blind #audiogame #audio-game #audiogames #audio-games

  8. New update.
    Added 7 new levels: Data Flip-Flop, Register, 8-Bit Register, 8-Byte RAM, 64-Byte RAM, 512-Byte RAM, and 4K RAM
    Fixed the reported bug that caused the game to crash when navigating between connections sometimes.
    byte-bender.itch.io/bac/devlog

    #bac #bitsandchips #blind #audiogame #audio-game #audiogames #audio-games

  9. So, I'm curious to know what people think of this track I created using Google's Flow Music? It's essentially like Suno, but by Google. This track is called Mellow Pixels and will probably wind up as a track in Audio Tetris #A11Y #Accessibility #Blind #AudioGame #Tetris #BackgroundMusic

  10. So, I'm curious to know what people think of this track I created using Google's Flow Music? It's essentially like Suno, but by Google. This track is called Mellow Pixels and will probably wind up as a track in Audio Tetris #A11Y #Accessibility #Blind #AudioGame #Tetris #BackgroundMusic

  11. So, I'm curious to know what people think of this track I created using Google's Flow Music? It's essentially like Suno, but by Google. This track is called Mellow Pixels and will probably wind up as a track in Audio Tetris #A11Y #Accessibility #Blind #AudioGame #Tetris #BackgroundMusic

  12. New update.
    Added 1 new level: 8-Bit Arithmetic Logic Unit. This is the first culmination level, using almost all the chips you have built so far, and it mostly completes the first phase of the campaign. The next update starts the sequential phase of this campaign.
    byte-bender.itch.io/bac/devlog

    #audiogame #audiogames #audio-game #audio-games #blind #bitsandchips

  13. New update.
    Added 1 new level: 8-Bit Arithmetic Logic Unit. This is the first culmination level, using almost all the chips you have built so far, and it mostly completes the first phase of the campaign. The next update starts the sequential phase of this campaign.
    byte-bender.itch.io/bac/devlog

    #audiogame #audiogames #audio-game #audio-games #blind #bitsandchips

  14. New update.
    Added 1 new level: 8-Bit Arithmetic Logic Unit. This is the first culmination level, using almost all the chips you have built so far, and it mostly completes the first phase of the campaign. The next update starts the sequential phase of this campaign.
    byte-bender.itch.io/bac/devlog

    #audiogame #audiogames #audio-game #audio-games #blind #bitsandchips

  15. New update.
    Added 1 new level: 8-Bit Arithmetic Logic Unit. This is the first culmination level, using almost all the chips you have built so far, and it mostly completes the first phase of the campaign. The next update starts the sequential phase of this campaign.
    byte-bender.itch.io/bac/devlog

    #audiogame #audiogames #audio-game #audio-games #blind #bitsandchips

  16. New update.
    Added 1 new level: 8-Bit Arithmetic Logic Unit. This is the first culmination level, using almost all the chips you have built so far, and it mostly completes the first phase of the campaign. The next update starts the sequential phase of this campaign.
    byte-bender.itch.io/bac/devlog

    #audiogame #audiogames #audio-game #audio-games #blind #bitsandchips

  17. This week's levls are out, featuring 6 new levels: 8-Bit XOR, 4-Way 8-Bit Multiplexer, 8-Way 8-Bit Multiplexer, 1:4 Demultiplexer, 1:8 Demultiplexer, and 8-Bit Barrel Shifter!
    Fixed a minor bug that conflated the changeable display name with the type for custom chips, causing a rename to speak it without the type first as intended.
    We've crossed the 20 levels milestone. As such, the early access discount is now 25% instead of 40%. People who already bought the game aren't affected of course. If you haven't bought the game yet, there's still time to lock in this discount before it goes up even more as we get closer to the full campaign!
    Have fun with the new levels. In the next drop, we'll have the boss of combinational logic: the ALU, And then, we'll start with sequential circuits. Keep an eye out, and do not hesitate to let me know your thoughts about your experience.
    byte-bender.itch.io/bac/devlog

    #blind #accessible #audiogame #audio-game #audiogames #audio-games #bitsandchips

  18. This week's levls are out, featuring 6 new levels: 8-Bit XOR, 4-Way 8-Bit Multiplexer, 8-Way 8-Bit Multiplexer, 1:4 Demultiplexer, 1:8 Demultiplexer, and 8-Bit Barrel Shifter!
    Fixed a minor bug that conflated the changeable display name with the type for custom chips, causing a rename to speak it without the type first as intended.
    We've crossed the 20 levels milestone. As such, the early access discount is now 25% instead of 40%. People who already bought the game aren't affected of course. If you haven't bought the game yet, there's still time to lock in this discount before it goes up even more as we get closer to the full campaign!
    Have fun with the new levels. In the next drop, we'll have the boss of combinational logic: the ALU, And then, we'll start with sequential circuits. Keep an eye out, and do not hesitate to let me know your thoughts about your experience.
    byte-bender.itch.io/bac/devlog

    #blind #accessible #audiogame #audio-game #audiogames #audio-games #bitsandchips

  19. This week's levls are out, featuring 6 new levels: 8-Bit XOR, 4-Way 8-Bit Multiplexer, 8-Way 8-Bit Multiplexer, 1:4 Demultiplexer, 1:8 Demultiplexer, and 8-Bit Barrel Shifter!
    Fixed a minor bug that conflated the changeable display name with the type for custom chips, causing a rename to speak it without the type first as intended.
    We've crossed the 20 levels milestone. As such, the early access discount is now 25% instead of 40%. People who already bought the game aren't affected of course. If you haven't bought the game yet, there's still time to lock in this discount before it goes up even more as we get closer to the full campaign!
    Have fun with the new levels. In the next drop, we'll have the boss of combinational logic: the ALU, And then, we'll start with sequential circuits. Keep an eye out, and do not hesitate to let me know your thoughts about your experience.
    byte-bender.itch.io/bac/devlog

    #blind #accessible #audiogame #audio-game #audiogames #audio-games #bitsandchips

  20. This week's levls are out, featuring 6 new levels: 8-Bit XOR, 4-Way 8-Bit Multiplexer, 8-Way 8-Bit Multiplexer, 1:4 Demultiplexer, 1:8 Demultiplexer, and 8-Bit Barrel Shifter!
    Fixed a minor bug that conflated the changeable display name with the type for custom chips, causing a rename to speak it without the type first as intended.
    We've crossed the 20 levels milestone. As such, the early access discount is now 25% instead of 40%. People who already bought the game aren't affected of course. If you haven't bought the game yet, there's still time to lock in this discount before it goes up even more as we get closer to the full campaign!
    Have fun with the new levels. In the next drop, we'll have the boss of combinational logic: the ALU, And then, we'll start with sequential circuits. Keep an eye out, and do not hesitate to let me know your thoughts about your experience.
    byte-bender.itch.io/bac/devlog

    #blind #accessible #audiogame #audio-game #audiogames #audio-games #bitsandchips

  21. This week's levls are out, featuring 6 new levels: 8-Bit XOR, 4-Way 8-Bit Multiplexer, 8-Way 8-Bit Multiplexer, 1:4 Demultiplexer, 1:8 Demultiplexer, and 8-Bit Barrel Shifter!
    Fixed a minor bug that conflated the changeable display name with the type for custom chips, causing a rename to speak it without the type first as intended.
    We've crossed the 20 levels milestone. As such, the early access discount is now 25% instead of 40%. People who already bought the game aren't affected of course. If you haven't bought the game yet, there's still time to lock in this discount before it goes up even more as we get closer to the full campaign!
    Have fun with the new levels. In the next drop, we'll have the boss of combinational logic: the ALU, And then, we'll start with sequential circuits. Keep an eye out, and do not hesitate to let me know your thoughts about your experience.
    byte-bender.itch.io/bac/devlog

    #blind #accessible #audiogame #audio-game #audiogames #audio-games #bitsandchips

  22. New update. The levels for this weekend are now out!
    Added 8 new levels: Half Adder, Full Adder, 8-Bit NOT, 8-Bit AND, 8-Bit OR, 8-Bit Adder, 8-Bit 2:1 Multiplexer, and 8-Way OR.
    Expanded the demo to include 2 more levels. Now it features NAND gate, NOT gate, and AND gate.
    Completed the editor tools to support bulk wiring for multi-bit components. These include Smart connect, connect without unlock, and settings for adjusting default focus behavior when navigating between chips on the grid. These tools and settings are explained in the 8-bit NOT level.
    Fixed a bug that caused running the demo while you had the full game to overwrite your campaign progress.
    byte-bender.itch.io/bac/devlog

    #audiogame #audio-game #audiogames #audio-games #blind #bitsandchips

  23. New update. The levels for this weekend are now out!
    Added 8 new levels: Half Adder, Full Adder, 8-Bit NOT, 8-Bit AND, 8-Bit OR, 8-Bit Adder, 8-Bit 2:1 Multiplexer, and 8-Way OR.
    Expanded the demo to include 2 more levels. Now it features NAND gate, NOT gate, and AND gate.
    Completed the editor tools to support bulk wiring for multi-bit components. These include Smart connect, connect without unlock, and settings for adjusting default focus behavior when navigating between chips on the grid. These tools and settings are explained in the 8-bit NOT level.
    Fixed a bug that caused running the demo while you had the full game to overwrite your campaign progress.
    byte-bender.itch.io/bac/devlog

    #audiogame #audio-game #audiogames #audio-games #blind #bitsandchips

  24. New update. The levels for this weekend are now out!
    Added 8 new levels: Half Adder, Full Adder, 8-Bit NOT, 8-Bit AND, 8-Bit OR, 8-Bit Adder, 8-Bit 2:1 Multiplexer, and 8-Way OR.
    Expanded the demo to include 2 more levels. Now it features NAND gate, NOT gate, and AND gate.
    Completed the editor tools to support bulk wiring for multi-bit components. These include Smart connect, connect without unlock, and settings for adjusting default focus behavior when navigating between chips on the grid. These tools and settings are explained in the 8-bit NOT level.
    Fixed a bug that caused running the demo while you had the full game to overwrite your campaign progress.
    byte-bender.itch.io/bac/devlog

    #audiogame #audio-game #audiogames #audio-games #blind #bitsandchips

  25. New update. The levels for this weekend are now out!
    Added 8 new levels: Half Adder, Full Adder, 8-Bit NOT, 8-Bit AND, 8-Bit OR, 8-Bit Adder, 8-Bit 2:1 Multiplexer, and 8-Way OR.
    Expanded the demo to include 2 more levels. Now it features NAND gate, NOT gate, and AND gate.
    Completed the editor tools to support bulk wiring for multi-bit components. These include Smart connect, connect without unlock, and settings for adjusting default focus behavior when navigating between chips on the grid. These tools and settings are explained in the 8-bit NOT level.
    Fixed a bug that caused running the demo while you had the full game to overwrite your campaign progress.
    byte-bender.itch.io/bac/devlog

    #audiogame #audio-game #audiogames #audio-games #blind #bitsandchips

  26. New update. The levels for this weekend are now out!
    Added 8 new levels: Half Adder, Full Adder, 8-Bit NOT, 8-Bit AND, 8-Bit OR, 8-Bit Adder, 8-Bit 2:1 Multiplexer, and 8-Way OR.
    Expanded the demo to include 2 more levels. Now it features NAND gate, NOT gate, and AND gate.
    Completed the editor tools to support bulk wiring for multi-bit components. These include Smart connect, connect without unlock, and settings for adjusting default focus behavior when navigating between chips on the grid. These tools and settings are explained in the 8-bit NOT level.
    Fixed a bug that caused running the demo while you had the full game to overwrite your campaign progress.
    byte-bender.itch.io/bac/devlog

    #audiogame #audio-game #audiogames #audio-games #blind #bitsandchips

  27. Bits and Chips, my new audiogame, is in early access! After months of fascinating research and work, I’m happy to get the game stable enough such that finishing the level progression is the only thing that remains before 1.0! Bits and Chips is a computer-science logic puzzle game. To avoid overly long posts, Read more at the launch thread: forum.audiogames.net/topic/597
    Thanks!

    #audiogame #blind #audio-game #audiogames #audio-games

  28. Bits and Chips, my new audiogame, is in early access! After months of fascinating research and work, I’m happy to get the game stable enough such that finishing the level progression is the only thing that remains before 1.0! Bits and Chips is a computer-science logic puzzle game. To avoid overly long posts, Read more at the launch thread: forum.audiogames.net/topic/597
    Thanks!

    #audiogame #blind #audio-game #audiogames #audio-games

  29. Bits and Chips, my new audiogame, is in early access! After months of fascinating research and work, I’m happy to get the game stable enough such that finishing the level progression is the only thing that remains before 1.0! Bits and Chips is a computer-science logic puzzle game. To avoid overly long posts, Read more at the launch thread: forum.audiogames.net/topic/597
    Thanks!

    #audiogame #blind #audio-game #audiogames #audio-games

  30. Bits and Chips, my new audiogame, is in early access! After months of fascinating research and work, I’m happy to get the game stable enough such that finishing the level progression is the only thing that remains before 1.0! Bits and Chips is a computer-science logic puzzle game. To avoid overly long posts, Read more at the launch thread: forum.audiogames.net/topic/597
    Thanks!

    #audiogame #blind #audio-game #audiogames #audio-games

  31. Bits and Chips, my new audiogame, is in early access! After months of fascinating research and work, I’m happy to get the game stable enough such that finishing the level progression is the only thing that remains before 1.0! Bits and Chips is a computer-science logic puzzle game. To avoid overly long posts, Read more at the launch thread: forum.audiogames.net/topic/597
    Thanks!

    #audiogame #blind #audio-game #audiogames #audio-games

  32. hello there!

    For #linux #audiogame players, this is going to be really good news indeed.

    Remember the tolk speech dispatcher proxy I made, the one that used the same way of interfacing with speech dispatcher as nvda2speechd, aka another server binary which hosts the websocket endpoint, and based on what was sent from the windows dll to the websocket, it would do the connections to speech dispatcher? that worked, for a while, and probably people who play games relying on tolk using audiogame manager are still using it, so it works to this day.
    However, this solution is janky, I always thought it to be that way, but I didn't know of any alternative at the time, so I accepted this to just be the way things are for now.
    Every once in a while, I keep revisiting the idea of trying to make this better, so I went to the wine HQ channel on irc.
    After a long stream of messages exchanged with @r in that channel, I learned not only that it's possible to do so, in rust of all things, which I didn't think possible at all, but also that wine has two ways of going about this, winelib and unixlib. The details aren't very important, all that's important is that we can, actually, create a windows dll which interfaces with linux components through wine, even if yes, the connection point is kinda painful and arcane because of the way wine makes you specify things.

    That discussion resulted not only in me knowing this stuff, but also in them making a better version of the tolk spd proxy, which doesn't use any third party server binary at all, so you don't have to run any external processes. The code is here:

    https://github.com/ArcaneNibble/tolk2spd

    There are details on how to build this, or run it from the precompiled artifacts present on the releases page in the readme of the repository, although building it yourself is quite involved.

    If this ends up included in audiogame manager, considering that it uses a wine prefix per game, we may not have to include the environment variable whatsoever, because audiogame manager controls the prefix, so the file can be moved in the right place inside there.

    The original discussion included this as well, but I was initially asking if something like the mechanisms presented above exist because I was wondering, would it be possible to bridge Microsoft's MSAA or UIA to at-spi? the outcome of the experiment with tolk2spd demonstrates this can be done, although the current way in which things have to be specified would make it really hard, as it already made things relatively cryptic for this project, but this is considered accepted complexity since wine has no other way of going about it. What do people think? would bridged accessibility API's help us?

  33. hello there!

    For #linux #audiogame players, this is going to be really good news indeed.

    Remember the tolk speech dispatcher proxy I made, the one that used the same way of interfacing with speech dispatcher as nvda2speechd, aka another server binary which hosts the websocket endpoint, and based on what was sent from the windows dll to the websocket, it would do the connections to speech dispatcher? that worked, for a while, and probably people who play games relying on tolk using audiogame manager are still using it, so it works to this day.
    However, this solution is janky, I always thought it to be that way, but I didn't know of any alternative at the time, so I accepted this to just be the way things are for now.
    Every once in a while, I keep revisiting the idea of trying to make this better, so I went to the wine HQ channel on irc.
    After a long stream of messages exchanged with @r in that channel, I learned not only that it's possible to do so, in rust of all things, which I didn't think possible at all, but also that wine has two ways of going about this, winelib and unixlib. The details aren't very important, all that's important is that we can, actually, create a windows dll which interfaces with linux components through wine, even if yes, the connection point is kinda painful and arcane because of the way wine makes you specify things.

    That discussion resulted not only in me knowing this stuff, but also in them making a better version of the tolk spd proxy, which doesn't use any third party server binary at all, so you don't have to run any external processes. The code is here:

    https://github.com/ArcaneNibble/tolk2spd

    There are details on how to build this, or run it from the precompiled artifacts present on the releases page in the readme of the repository, although building it yourself is quite involved.

    If this ends up included in audiogame manager, considering that it uses a wine prefix per game, we may not have to include the environment variable whatsoever, because audiogame manager controls the prefix, so the file can be moved in the right place inside there.

    The original discussion included this as well, but I was initially asking if something like the mechanisms presented above exist because I was wondering, would it be possible to bridge Microsoft's MSAA or UIA to at-spi? the outcome of the experiment with tolk2spd demonstrates this can be done, although the current way in which things have to be specified would make it really hard, as it already made things relatively cryptic for this project, but this is considered accepted complexity since wine has no other way of going about it. What do people think? would bridged accessibility API's help us?

  34. hello there!

    For #linux #audiogame players, this is going to be really good news indeed.

    Remember the tolk speech dispatcher proxy I made, the one that used the same way of interfacing with speech dispatcher as nvda2speechd, aka another server binary which hosts the websocket endpoint, and based on what was sent from the windows dll to the websocket, it would do the connections to speech dispatcher? that worked, for a while, and probably people who play games relying on tolk using audiogame manager are still using it, so it works to this day.
    However, this solution is janky, I always thought it to be that way, but I didn't know of any alternative at the time, so I accepted this to just be the way things are for now.
    Every once in a while, I keep revisiting the idea of trying to make this better, so I went to the wine HQ channel on irc.
    After a long stream of messages exchanged with @r in that channel, I learned not only that it's possible to do so, in rust of all things, which I didn't think possible at all, but also that wine has two ways of going about this, winelib and unixlib. The details aren't very important, all that's important is that we can, actually, create a windows dll which interfaces with linux components through wine, even if yes, the connection point is kinda painful and arcane because of the way wine makes you specify things.

    That discussion resulted not only in me knowing this stuff, but also in them making a better version of the tolk spd proxy, which doesn't use any third party server binary at all, so you don't have to run any external processes. The code is here:

    https://github.com/ArcaneNibble/tolk2spd

    There are details on how to build this, or run it from the precompiled artifacts present on the releases page in the readme of the repository, although building it yourself is quite involved.

    If this ends up included in audiogame manager, considering that it uses a wine prefix per game, we may not have to include the environment variable whatsoever, because audiogame manager controls the prefix, so the file can be moved in the right place inside there.

    The original discussion included this as well, but I was initially asking if something like the mechanisms presented above exist because I was wondering, would it be possible to bridge Microsoft's MSAA or UIA to at-spi? the outcome of the experiment with tolk2spd demonstrates this can be done, although the current way in which things have to be specified would make it really hard, as it already made things relatively cryptic for this project, but this is considered accepted complexity since wine has no other way of going about it. What do people think? would bridged accessibility API's help us?

  35. hello there!

    For #linux #audiogame players, this is going to be really good news indeed.

    Remember the tolk speech dispatcher proxy I made, the one that used the same way of interfacing with speech dispatcher as nvda2speechd, aka another server binary which hosts the websocket endpoint, and based on what was sent from the windows dll to the websocket, it would do the connections to speech dispatcher? that worked, for a while, and probably people who play games relying on tolk using audiogame manager are still using it, so it works to this day.
    However, this solution is janky, I always thought it to be that way, but I didn't know of any alternative at the time, so I accepted this to just be the way things are for now.
    Every once in a while, I keep revisiting the idea of trying to make this better, so I went to the wine HQ channel on irc.
    After a long stream of messages exchanged with @r in that channel, I learned not only that it's possible to do so, in rust of all things, which I didn't think possible at all, but also that wine has two ways of going about this, winelib and unixlib. The details aren't very important, all that's important is that we can, actually, create a windows dll which interfaces with linux components through wine, even if yes, the connection point is kinda painful and arcane because of the way wine makes you specify things.

    That discussion resulted not only in me knowing this stuff, but also in them making a better version of the tolk spd proxy, which doesn't use any third party server binary at all, so you don't have to run any external processes. The code is here:

    https://github.com/ArcaneNibble/tolk2spd

    There are details on how to build this, or run it from the precompiled artifacts present on the releases page in the readme of the repository, although building it yourself is quite involved.

    If this ends up included in audiogame manager, considering that it uses a wine prefix per game, we may not have to include the environment variable whatsoever, because audiogame manager controls the prefix, so the file can be moved in the right place inside there.

    The original discussion included this as well, but I was initially asking if something like the mechanisms presented above exist because I was wondering, would it be possible to bridge Microsoft's MSAA or UIA to at-spi? the outcome of the experiment with tolk2spd demonstrates this can be done, although the current way in which things have to be specified would make it really hard, as it already made things relatively cryptic for this project, but this is considered accepted complexity since wine has no other way of going about it. What do people think? would bridged accessibility API's help us?

  36. hello there!

    For #linux #audiogame players, this is going to be really good news indeed.

    Remember the tolk speech dispatcher proxy I made, the one that used the same way of interfacing with speech dispatcher as nvda2speechd, aka another server binary which hosts the websocket endpoint, and based on what was sent from the windows dll to the websocket, it would do the connections to speech dispatcher? that worked, for a while, and probably people who play games relying on tolk using audiogame manager are still using it, so it works to this day.
    However, this solution is janky, I always thought it to be that way, but I didn't know of any alternative at the time, so I accepted this to just be the way things are for now.
    Every once in a while, I keep revisiting the idea of trying to make this better, so I went to the wine HQ channel on irc.
    After a long stream of messages exchanged with @r in that channel, I learned not only that it's possible to do so, in rust of all things, which I didn't think possible at all, but also that wine has two ways of going about this, winelib and unixlib. The details aren't very important, all that's important is that we can, actually, create a windows dll which interfaces with linux components through wine, even if yes, the connection point is kinda painful and arcane because of the way wine makes you specify things.

    That discussion resulted not only in me knowing this stuff, but also in them making a better version of the tolk spd proxy, which doesn't use any third party server binary at all, so you don't have to run any external processes. The code is here:

    https://github.com/ArcaneNibble/tolk2spd

    There are details on how to build this, or run it from the precompiled artifacts present on the releases page in the readme of the repository, although building it yourself is quite involved.

    If this ends up included in audiogame manager, considering that it uses a wine prefix per game, we may not have to include the environment variable whatsoever, because audiogame manager controls the prefix, so the file can be moved in the right place inside there.

    The original discussion included this as well, but I was initially asking if something like the mechanisms presented above exist because I was wondering, would it be possible to bridge Microsoft's MSAA or UIA to at-spi? the outcome of the experiment with tolk2spd demonstrates this can be done, although the current way in which things have to be specified would make it really hard, as it already made things relatively cryptic for this project, but this is considered accepted complexity since wine has no other way of going about it. What do people think? would bridged accessibility API's help us?

  37. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameDev
    #ScreenReader
    #VisualImpairment
    #BlindTech

  38. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameDev
    #ScreenReader
    #VisualImpairment
    #BlindTech

  39. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameDev
    #ScreenReader
    #VisualImpairment
    #BlindTech

  40. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameDev
    #ScreenReader
    #VisualImpairment
    #BlindTech

  41. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameDev
    #ScreenReader
    #VisualImpairment
    #BlindTech

  42. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameJam
    #GameDev
    #ScreenReader
    #VisualImpairment

  43. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameJam
    #GameDev
    #ScreenReader
    #VisualImpairment

  44. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameJam
    #GameDev
    #ScreenReader
    #VisualImpairment

  45. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameJam
    #GameDev
    #ScreenReader
    #VisualImpairment

  46. The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
    itch.io/jam/making-games-acces
    #GamesForBlindGamers
    #AudioGame
    #GameJam
    #GameDev
    #ScreenReader
    #VisualImpairment

  47. This #Draugnorak #Audiogame is actually really fun. I'm a little worried though about the lack of updates, or what seems to be a lack of updates. Anyone know what space to watch for announcements? This game has some really cool potential, and it makes me sad to think it's just kinda plateaued.

  48. This #Draugnorak #Audiogame is actually really fun. I'm a little worried though about the lack of updates, or what seems to be a lack of updates. Anyone know what space to watch for announcements? This game has some really cool potential, and it makes me sad to think it's just kinda plateaued.

  49. This #Draugnorak #Audiogame is actually really fun. I'm a little worried though about the lack of updates, or what seems to be a lack of updates. Anyone know what space to watch for announcements? This game has some really cool potential, and it makes me sad to think it's just kinda plateaued.

  50. This #Draugnorak #Audiogame is actually really fun. I'm a little worried though about the lack of updates, or what seems to be a lack of updates. Anyone know what space to watch for announcements? This game has some really cool potential, and it makes me sad to think it's just kinda plateaued.