Yes, I am still debating with myself as to whether I will end up taking preorders but if I do, it'll happen quite soon.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "william lomas" <will.d.lo...@gmail.com>
To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, November 16, 2011 8:34 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


ah no smile i meant pre-orders for that soon?
wink
fair point, fair point re releasing the source code

On Nov 16, 2011, at 7:32 PM, Philip Bennefall wrote:

Perilous Hearts is indeed the next project I intend to complete. Though since I want to make it commercial, it would not be such a hot idea to release the source code. Grin.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "william lomas" <will.d.lo...@gmail.com>
To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, November 16, 2011 8:21 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


periless hearts then soon?
can we look at that code by the way since i guess it uses the new path finding AI?

On Nov 16, 2011, at 7:13 PM, Philip Bennefall wrote:

Hi Dark,

I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but seriously, I'm really glad you like the new stuff. There is indeed a new tutorial about pathfinding in particular, written by a good friend of mine. He did an excellent job with it, in my opinion. It's found in the tutorials section along with the others. While it's not quite for beginners, meaning you do need to know the language a bit before attempting to work with it, it still explains things from the ground up.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "dark" <d...@xgam.org>
To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, November 16, 2011 8:08 PM
Subject: Re: [Audyssey] BGT Version 1.1 Released!


Hi Philip this is great!

When my phd is done, i'll start on bgt, so it's awsome to here about the
changelog. I'm especially pleased with the sapi changes, sinse eventually
I'd love to write an rpg probably using sapi, though of course being as I
won't even start coding for another 10 months or so, there will probably be
major changes too :D.

Just one question, have you updated any of the tutorials yet? I've been
reading through the textual ones just to wrap my brain around some of the
concepts (and have to actually resist the urge to start playing sinse I know
if I start I won't stop), but with these pathfinder ai to output
considdering that several of these sound pretty major changes and ones I'll want to use myself in games, it'd be nice to have them explained at a newby
level with as much care as the rest of the tutorial.

All the best,

Dark.
----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, November 16, 2011 4:51 PM
Subject: [Audyssey] BGT Version 1.1 Released!


Hi all!

After nearly a year in development, version 1.1 of the BGT engine is now
available for download! It features the largest set of changes yet in its
release history, most of which are features requested by end users. It
includes mouse support, screen reader support, a pathfinder to make it
easier when adding artificial intelligence to your game, improved Sapi
support where you are now able to enumerate and change voices, and tons
more. The change log is a bit too long to paste in an email to the list,
so I invite those who are curious to go grab the new installer and have a
look!

Thanks to all of those who provided suggestions and ideas, bug reports and other general feedback over these two years. Without all of this, the BGT
engine would not be what it is today. Thank you!

Kind regards,

Philip Bennefall
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