Hi.
Thanks. Actually, I don't know anything about the pricing. I don't know where that all came from, as I didn't read any numbers on here from Blastbay, just other people suddenly started talking about 800 dollars. Guess I missed it somehow. So are there going to be more than two different versions or are we really not sure what the pricing will be at this point.

----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Monday, April 12, 2010 10:45 PM
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!


Hi,
Remember there is always the light version for something like $65?
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of valiant8086
Sent: Monday, April 12, 2010 9:30 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!

Hi.
I haven't downloaded and messed with this any, but it looks like I might
possibly be able to begin using this now. It's just going to be really tough

writing all this in one document. Going to get confusing. The issue is
attempting to figure out how to process speech files while trying to run
other code without skipping a beat clock wise. Darn, multithreading or co
processing or what ever that term is would really shine in this situation.

I probably will have to write the voiceover script and then figure out how
to make it so that it can be pasted into the main loop of a program instead of using it's own loop. Worse case senario is I write it, then if I fail to
figure that out, ask for help from you or someone else who might know on
including it in a main loop.

Now that you've impliminted length and position properties, asuming when I
go trying to use them they turn out to be fast and reliable enough I should
be able to make a ridiculously pause free sounding voiceover script. I
imagine if I ever get it done I could submit it for other bgt users and just

ask that my name gets put in somewhere for my efforts on it.

Starting to get a bit pumped up. I think some day I'm going to be able to
produce stuff using BGT.

Regarding licensing, have you thought about some sort of shaired revenue
type setup? This concept would be if I write a game and I sell say 11
coppies of it, for 25 dollars each, there's a contract/agreement that goes
with the particular license I elected for that says you get say 10 15 20 25
what ever percent of my profit. Let's say it's 20 percent for now, 11
coppies times 25 dollars would be 275 dollars total. 20 percent of 275 is 55

dollars? So you'd get 55 and I'd get 190 some. Hopefully I'd sell a lot more

than 11 coppies. Just wondered about that, could help in situations where
people don't want to pay 800 dollars to get it.

Me personally I don't know anything about whether 800 is too high or too
low, understanding it's a one time thing. I suppose a person could use the
free version to write the game without compiler support, and if they know
it's going to doo well somehow they can buy the license. Not sure how that's

going to work. With thaqt 800 dollar senario, if I wrote a game and tried to

sell it for 25 dollars, I would have to sell 32 coppies of it just to brake
even on the first game. After that it'd be all up hill I suppose, except
maybe paying for sound libraries and that sort of thing.


----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, April 10, 2010 8:49 PM
Subject: [Audyssey] BGT Beta Version 0.2 released!


Hi all,

After roughly a month of intensive work, I am very pleased to announce the

availability of BGT beta version 0.2. The new changes are as follows:

* Updated the script interpreter to the latest version which fixes some
more bugs found by users.
* File reading and writing support has been added, both for binary and
text files.
* Properties to get the current position and total length of a sound have
been added to the sound object, along with a method to set the position as

well.
* Partial support for Microsoft Sapi 5.1 text to speech has been added.
* A fully featured waveform tone generator has been added which allows the

creation of musical compositions using sine, sawtooth and square waves.
* Fixed a few minor errors in the tutorial.
* The error edit control now uses word wrap rather than a scroll bar.
* Switched from the MinGw C++ compiler to Visual Studio 2008, which brings

us up to date with all the latest Microsoft features, and which also
produces an executable that is roughly 400 kb smaller and runs
considerably faster.
* Fixed a few object methods where I had forgotten to set the global error

flag based on the results.

The beta can be found in the same location as version 0.1, which is to
say:
http://www.blastbay.com/bgt_beta_setup.exe.

Enjoy, and let me know how it goes!

Kind regards,

Philip Bennefall
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