Hello Philip.
I just looked at the input_box function and it looks like that is what Muhammed also needs to solve his text input question. That is what I would use if I made a high low game as well.

Great job for releasing the bgt.
On 3/24/2010 3:07 PM, Philip Bennefall wrote:
Hi Willem,

There are indeed a hundred ways in which the guess the number example can be improved. However I favored extreme simplisity over style, so to speak. The reason why I have 10 if statements for numbers is because I have to check the different keys on the keyboard, and they are all defined as constants which are not guaranteed to be aligned with one another. Thus, I could not use a loop to check all of them with three lines of code. If you wanted to use 100 numbers, then I would suggest either making a menu with shortcut keys using the dynamic_menu class or using the input_box function and then the string_to_number function.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Willem" <dwill...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, March 24, 2010 1:59 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!


Hello Muhammed.

Firstly spelling and sintax is important if you want the bgt to understand your script.

Secondly you should declare values preferably on seperate lines or ceperated by a semicolon.

Variable names may not contain spaces as well.

I'm not sure how you would handle entering text, because the examples does not contain an example where you enter text. I think the guess the number game could be written more eligantly anyway. What would happen if you wanted to change the game to high-low and make the user choose a number between 1 and 100? Would you need to add 90 more if statements? However if you had to use a text box you'd have to hit enter after the number though.
On 3/24/2010 2:41 PM, Muhammed Deniz wrote:
Hi Philip,
I'm new to these saughtsof stuff. For an example, lets say my age is 11. Before that though, how about a string with a name. String=what's your intage=11",
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
----- Original Message ----- From: "Bryan Peterson" <bpeterson2...@cableone.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, March 24, 2010 11:24 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!


I've got it. Think I'm gonna do some extensive reading before I try anything with it though. But let me get one thing straight first though. I have the program installed on the machine. In the BGT folder there's BGT, then an option called BGT Compiler. This is what I'd like to have cleared up. I'm assuming that the option labeled simply BGT is where, once all your coding and testing is done, you would compile your game into an actual executable for posting on a web site for everybody else's playing pleasure? And the Compiler option is where the game is actually created? I just want to get that cleared up. Also, can you start a project with the Beta and then work on it more with, say, the light or pro versions once they're released? Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message ----- From: "Jacob Kruger" <jac...@mailzone.co.za>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, March 24, 2010 4:50 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkitreleased!


Will definitely be checking it out.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, March 24, 2010 11:57 AM
Subject: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit released!


Hi all!

I am very happy to announce the availability of beta version 0.1 of the Blastbay Game Toolkit (BGT). This tool allows users with no prior programming experience to dive in and create audio games from the ground up, using an incredibly versatile scripting language that in turn controls the powerful Blastbay game engine that you've already seen in titles such as Q9 and Kringle Crash. The tool ships with extensive documentation as well as an in-depth language tutorial, which also is available in audio form narrated by a professional voiceover artist.

The tool is still in testing and active development, and so I would love to hear your thoughts, suggestions and any other feedback that springs to mind... So head over to www.blastbay.com right now! I will be patrolling the forum there, ready to answer any questions that you may have. So don't hesitate to sign up and ask questions if you get stuck and, above all, have lots of fun making new and exciting games!

Kind regards,

Philip Bennefall
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