how does it work. if one hasn't ordered it does the engine run in a demo mode?

On Dec 26, 2010, at 7:43 AM, Philip Bennefall wrote:

> Hi Will,
> 
> Yes, these tutorials are part of the documentation and are free for all to 
> read.
> 
> Kind regards,
> 
> Philip Bennefall
> ----- Original Message ----- From: "william lomas" 
> <lomaswill...@googlemail.com>
> To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Sunday, December 26, 2010 8:41 AM
> Subject: Re: [Audyssey] Upcoming BGT 1.0 Release
> 
> 
> can the other tutorials about game creation b free downloads for those of us 
> contemplating purchasing at all so we can see how it all fits together?
> 
> On Dec 25, 2010, at 5:29 PM, Philip Bennefall wrote:
> 
>> Hi all,
>> 
>> 
>> 
>> For those of you who are interested in BGT, this is a pretty lengthy post. 
>> It has been forever since the last BGT release. We are well aware of this, 
>> and hope that the upcoming version with its list of features and 
>> improvements compensate for the rather long wait. I am providing the current 
>> change log for version 1.0 which will be released on December 31st, 2010 as 
>> promised to our pre-order users. If you have anything that is not major that 
>> you would like to see in the 1.0 release, this is your chance. Respond to 
>> this message with any thoughts and suggestions you may have, and I will use 
>> them to prioritize my work over the next few days.
>> 
>> 
>> 
>> Now, to the change log:
>> 
>> 
>> 
>> Version 1.0:
>> * Updated the script interpreter to the latest version which fixes some more 
>> bugs found by users, as well as adds the following features:
>> 1. The ability to convert booleans to strings.
>> 2. Four new methods to the array called insert_at, remove_at, insert_last 
>> and remove_last.
>> 3. Explaining messages when failing to initialize a global variable after a 
>> compilation.
>> 4. Explaining messages when trying to declare variables within a switch/case 
>> statement.
>> 5. The ability to write floating point numbers as .42, without the leading 0.
>> * Updated the ENet library to the latest version which improves bandwidth 
>> throttling of reliable packets.
>> * Added a calendar object for more advanced date and time calculations.
>> * Added the pack_file object to enable reading and writing pack files, which 
>> are also used by the sound object.
>> * Extended the language tutorial with several new chapters as well as a 
>> section about array initialization lists (thanks Felix).
>> * Added a series of comprehensive tutorials that explain how games are 
>> written in practise (thanks Felix).
>> * Added support for sending synchronous HTTP GET and POST requests through 
>> two simple functions.
>> * Added the http object which allows for more advanced HTTP access using an 
>> asynchronous interface, which means that any number of files/resources can 
>> be downloaded in the background from the Internet.
>> * Added two functions (url_encode and url_decode) to make it easier to 
>> assemble parameters for Get and Post HTTP requests.
>> * Added the generate_computer_id function.
>> * Added a function to run third party executables.
>> * Added several new file and directory functions (directory_create, 
>> directory_delete, directory_exists, and file_delete).
>> * Added an article to the tutorials section of this documentation that 
>> explains the various methods used for game registration.
>> * It is now possible to modify an individual character at a particular 
>> location in a string, just as if the string were an array.
>> * Added a hash function to the engine which exposes sha256 and sha512 hash 
>> generation at present, generated in either hex or binary form.
>> * Added a number of constants listed in appendix e that contain the paths of 
>> special folders on the system (thanks Liam).
>> * Added the get_last_error_text function that converts the value returned by 
>> get_last_error to its corresponding textual description (thanks Damien).
>> * The array object is now fully documented (thanks Damien).
>> * Added the reset method for the dynamic menu include class to the 
>> documentation (thanks Lukás).
>> * Added a virtual audio window include class (thanks Damien).
>> * Added the soundtrack include class which wraps the tone_synth object in a 
>> simpler interface (thanks Felix).
>> * The error dialog now displays the contents of a faulty line as well as its 
>> number, rather than just the number on its own.
>> * Changed the behavior of the file_exists function so that it only works 
>> with files, and added the directory_exists function instead.
>> * Fixed a bug where I had accidentally made float equal to double in the 
>> engine.
>> * Fixed a bug in the number_to_words function (thanks Daniel).
>> * Fixed a bug in the string_trim_left function that would cause it to trim 
>> one character too little.
>> * Fixed a bug in the string_contains function that would cause it to 
>> erroneously return a positive result even if a particular occurrence was not 
>> found in rare cases.
>> * Fixed a mistake in the documentation for the set method in the dictionary 
>> object (thanks Damien).
>> * Fixed a typo in the example for the freq_ms method in the tone_synth 
>> object (thanks Jason).
>> * Updated the end user lisence agreement to clarify the fact that an 
>> unlimited number of non-commercial games may also be created with the pro 
>> single version of the engine.
>> * Fixed a typo in the documentation for the write method of the logger 
>> include class (thanks Michael).
>> * Fixed a large number of trivial typos in the documentation.
>> * Added the default start and end time values for the edge fades in the 
>> tone_synth object to the documentation (thanks Oriol).
>> 
>> 
>> 
>> I look forward to your feedback!
>> 
>> 
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> ---
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> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org
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