Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-29 Thread Muhammed Deniz

Or much better, use namiroker.
Do you love audio games? Would you like to chat about BGt a game creation 
tool for the blind? Do you need any tips or tricks on any saught of game? Do 
you need to ask questions about bying a game and help for the game? Well, 
this is the right place for you then! If you would like to joyn, just send a 
blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Ryan Smith computerwi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 28, 2010 9:12 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!



Hi,
Right. Downloading depends on the upload speed of the server, in this
case, BlastBay's HTTP server, and the connection you have. The browser
has little to do with it. Muhammed may have had a decent connection
because he downloaded it at a time when other people weren't, or
because he has a better connection then Jayson. When browsers are
called fast, this is typically how fast it can parse and display
HTML, and how quickly it can render JavaScript. While I completely
agree with you Muhammed that Firefox is a good browser, it doesn't
necessarily have a better download speed then Internet Explorer or
Opera That is entirely dependent on the server and your connection.
HTH.
-Ryan

On Sun, Mar 28, 2010 at 3:34 PM, Hayden Presley hdpres...@hotmail.com 
wrote:

Also remember that connections make quite a difference; I run on WiFi and
I've had downloads at 1 byte per second when my connection decided not to
behave itself.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ryan Smith
Sent: Sunday, March 28, 2010 12:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
Toolkitreleased!

Hi Muhammed,
The browser has little to do with download speeds. Since I'm sure many
people are downloading BGT, that is the most likely cause.
-Ryan

On Sun, Mar 28, 2010 at 1:19 PM, Muhammed Deniz
muhamme...@googlemail.com wrote:

Use Mozila firefox, that's what I use and its faster.
Do you love audio games? Would you like to chat about BGt a game creation
tool for the blind? Do you need any tips or tricks on any saught of game?

Do

you need to ask questions about bying a game and help for the game? Well,
this is the right place for you then! If you would like to joyn, just 
send

a

blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: Jayson Smith rat...@insightbb.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:14 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
Toolkitreleased!



Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm
getting maybe 1KB per second. I'm sure everybody and their dog is trying

to

download the thing, which is why it's so slow. Well, just finished, but

the

point is, for the first while, don't expect the download to be lightning
fast, it's not going to be.
Jayson

- Original Message - From: Philip Bennefall
phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:57 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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If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-28 Thread Muhammed Deniz

Hi Ryan,
I don't think so. I think it took me 1 minute to download that thing and I 
can't see why its doing 1 kb a seck.
Do you love audio games? Would you like to chat about BGt a game creation 
tool for the blind? Do you need any tips or tricks on any saught of game? Do 
you need to ask questions about bying a game and help for the game? Well, 
this is the right place for you then! If you would like to joyn, just send a 
blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Ryan Smith computerwi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 28, 2010 6:48 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!



Hi Muhammed,
The browser has little to do with download speeds. Since I'm sure many
people are downloading BGT, that is the most likely cause.
-Ryan

On Sun, Mar 28, 2010 at 1:19 PM, Muhammed Deniz
muhamme...@googlemail.com wrote:

Use Mozila firefox, that's what I use and its faster.
Do you love audio games? Would you like to chat about BGt a game creation
tool for the blind? Do you need any tips or tricks on any saught of game? 
Do

you need to ask questions about bying a game and help for the game? Well,
this is the right place for you then! If you would like to joyn, just send 
a

blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: Jayson Smith rat...@insightbb.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:14 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
Toolkitreleased!



Just a word about this download. As of now (Wednesday, 7:12 A.M.) I'm
getting maybe 1KB per second. I'm sure everybody and their dog is trying 
to
download the thing, which is why it's so slow. Well, just finished, but 
the

point is, for the first while, don't expect the download to be lightning
fast, it's not going to be.
Jayson

- Original Message - From: Philip Bennefall
phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:57 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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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-25 Thread Thomas Ward
Hi,
Now, that would truly be a nightmare to understand. I hate one line
typing macros that tend to run on forever on the same line.
Unfortunately, Microsoft's examples are ful of one line macros that
puts the entire function declaration on one very very long line
mmaking it a pain in the but to figure out what is going on or how the
macro works. An entire program written that way would be insane. Lol!


On 3/24/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Something to think about...in theory, you never have to make a carriage
 return in C ++, just keep typing. You're code would turn to mush, but it'd
 be interesting to see if someone  could make senseof it.
 Best Regards,
 Hayden

---
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-25 Thread Bryan Peterson

Cringe...I could just imagine trying to read it with a screen reader.
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: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 25, 2010 3:16 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi,
Now, that would truly be a nightmare to understand. I hate one line
typing macros that tend to run on forever on the same line.
Unfortunately, Microsoft's examples are ful of one line macros that
puts the entire function declaration on one very very long line
mmaking it a pain in the but to figure out what is going on or how the
macro works. An entire program written that way would be insane. Lol!


On 3/24/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi,
Something to think about...in theory, you never have to make a carriage
return in C ++, just keep typing. You're code would turn to mush, but 
it'd

be interesting to see if someone  could make senseof it.
Best Regards,
Hayden


---
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Bryan Peterson
That's true. Reading through the docs it said something about Notepad. So I 
assume then that Notepad is where te actual coding takes place, then BGT is 
where you might test it out, then the Script Compiler is how you would 
actually convert it to an executable. This is definitely going to take a bit 
of getting used to, but once I get to playing with it and figuring out how 
to convert a lot of this stuff into actual game concepts it seems as though 
it'll be easy enough to work with.

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: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:44 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!



Hi. From what I've seen, you run the scripts either by pressing enter on 
them or from the main game window.


I guess the script compiler is to debug your scripts, which you edit with 
your favourite text editor.

hth.

On 3/24/2010 1:24 PM, Bryan Peterson wrote:
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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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Philip Bennefall

Hy Bryan,

bgt.exe is the program that you use to test your games with while you are 
working on them. It basically executes your script in real-time, and tells 
you if there are any errors. The compiler, which is not yet usable, is the 
program that will turn your BGT script into a standalone executable later.


It is perfectly fine to start working on a game with the beta and then to 
continue with it once lite and pro are released. There may or may not be 
some changes done to the engine that'll require code updates, but the core 
of the engine will stay the same.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:03 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!



That's true. Reading through the docs it said something about Notepad. So 
I assume then that Notepad is where te actual coding takes place, then BGT 
is where you might test it out, then the Script Compiler is how you would 
actually convert it to an executable. This is definitely going to take a 
bit of getting used to, but once I get to playing with it and figuring out 
how to convert a lot of this stuff into actual game concepts it seems as 
though it'll be easy enough to work with.
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: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:44 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!



Hi. From what I've seen, you run the scripts either by pressing enter on 
them or from the main game window.


I guess the script compiler is to debug your scripts, which you edit with 
your favourite text editor.

hth.

On 3/24/2010 1:24 PM, Bryan Peterson wrote:
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
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.

__ Information from

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Bryan Peterson
Nifty. So now I guess I just have to decide what sort of games I want to 
make. Gotta start with something small of course but we'll see. Problem is 
I've got all these ideas for real games whirling around in my brain at the 
same time.

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: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 6:14 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hy Bryan,

bgt.exe is the program that you use to test your games with while you are 
working on them. It basically executes your script in real-time, and tells 
you if there are any errors. The compiler, which is not yet usable, is the 
program that will turn your BGT script into a standalone executable later.


It is perfectly fine to start working on a game with the beta and then to 
continue with it once lite and pro are released. There may or may not be 
some changes done to the engine that'll require code updates, but the core 
of the engine will stay the same.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:03 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!



That's true. Reading through the docs it said something about Notepad. So 
I assume then that Notepad is where te actual coding takes place, then 
BGT is where you might test it out, then the Script Compiler is how you 
would actually convert it to an executable. This is definitely going to 
take a bit of getting used to, but once I get to playing with it and 
figuring out how to convert a lot of this stuff into actual game concepts 
it seems as though it'll be easy enough to work with.
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: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 5:44 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!



Hi. From what I've seen, you run the scripts either by pressing enter on 
them or from the main game window.


I guess the script compiler is to debug your scripts, which you edit 
with your favourite text editor.

hth.

On 3/24/2010 1:24 PM, Bryan Peterson wrote:
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

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Muhammed Deniz

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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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread dark
According to philip's tutorial, the compiler is for turning scripts and 
sound files into an exe file to hand around to people, and the bgt bit is 
the bit that contains the engine and such.


Beware the grue!

Dark.
- 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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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
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please send E-mail to gamers-ow...@audyssey.org.

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The message was checked by ESET NOD32 Antivirus.

http://www.eset.com






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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Philip Bennefall

Hi Muhammed,

Can you explain a little what it is that you are trying to accomplish? I 
don't quite understand what you mean with the age and the string.


Kind regards,

Philip Bennefall
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:41 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




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
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.

__ Information from ESET NOD32 Antivirus, version of virus 
signature database 4969 (20100323) __


The message was checked by ESET NOD32 Antivirus.

http://www.eset.com






__ Information from ESET NOD32 Antivirus, version of virus 
signature database 4969 (20100323) __


The message was checked by ESET NOD32 Antivirus.

http://www.eset.com




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You can

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Willem

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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If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of 
the list,

please send E-mail to gamers-ow...@audyssey.org.

__ Information from ESET NOD32 Antivirus, version of virus 
signature database 4969 (20100323) __


The message was checked by ESET NOD32 Antivirus.

http://www.eset.com






__ Information from ESET NOD32 Antivirus, version of virus 
signature database 4969 (20100323) __


The message was checked by ESET NOD32 Antivirus.

http://www.eset.com




---
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All messages are archived and can be searched and read at
http

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Philip Bennefall

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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If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread dark
Yep, but that uses the annoying windows help system, which isn't great for 
finding stuff in or displaying.


As far as personal preference goes, i'd much rather have something as a 
streight html document,  or even a text file, especially if I'm going to 
need to look at a lot of things very caefully, and possibly cut and paste.


Afterall, html help doesn't have an actual moving curser which makes 
navigating it and performing functions less easy than with normal document 
types.


Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:59 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




It's in the BGT program group on the start menu. It's Help.
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: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 6:54 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game 
Toolkitreleased!




Hi Philip.

Do you have an html,  or at least txt version of the documentation 
kicking around anywhere?


The mp3 tutorial is great, but I'd like to read individual bits and I've 
never particularly been a fan of the bog standard windows help 
system,   particularly for quick reference (ie, using find 
functions)paste code or read example code character by character.


just a personal preference of course.

Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 9:57 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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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread dark

Ah, I didn't know about the F6 thing.

Short answer though,  yes indeed.

Html help doesn't have a standardized application curser. This means, though 
it's readable on continuous read, doing things like reading character by 
character, searching for single key word or phrase (handy if for instance I 
want to look at how many brackits or braces I want to use around things), or 
indeed copy and paste.


So yes, a standard html document help would be nice if you don't mind.

All the best,

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:02 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Dark,

Currently the documentation is only available in the Microsoft help 
format, as I figured that it was quite easy to use. Pressing F6 on a topic 
will give you a regular HTML layout, just like you'd get with Internet 
Explorer so you can copy and paste text etc like on a normal web page. Do 
you think I should provide the documentation as separate html documents as 
well?


Kind regards,

Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:54 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game 
Toolkitreleased!




Hi Philip.

Do you have an html,  or at least txt version of the documentation 
kicking around anywhere?


The mp3 tutorial is great, but I'd like to read individual bits and I've 
never particularly been a fan of the bog standard windows help 
system,   particularly for quick reference (ie, using find 
functions)paste code or read example code character by character.


just a personal preference of course.

Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 9:57 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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If you have any questions or concerns regarding the management of the 
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Muhammed Deniz

Ok. Here is what i'm trying to say. String=what's your name.
Int=age11
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:55 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Muhammed,

Can you explain a little what it is that you are trying to accomplish? I 
don't quite understand what you mean with the age and the string.


Kind regards,

Philip Bennefall
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:41 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




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
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Willem

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

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread James Dietz
A lot of archiving programs support extraction of chm files similar to
zips or cabs. Try opening it up in your favorite unzipping program.

On 3/24/10, dark d...@xgam.org wrote:
 Ah, I didn't know about the F6 thing.

 Short answer though,  yes indeed.

 Html help doesn't have a standardized application curser. This means, though
 it's readable on continuous read, doing things like reading character by
 character, searching for single key word or phrase (handy if for instance I
 want to look at how many brackits or braces I want to use around things), or
 indeed copy and paste.

 So yes, a standard html document help would be nice if you don't mind.

 All the best,

 Dark.
 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 1:02 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
 GameToolkitreleased!


 Hi Dark,

 Currently the documentation is only available in the Microsoft help
 format, as I figured that it was quite easy to use. Pressing F6 on a topic

 will give you a regular HTML layout, just like you'd get with Internet
 Explorer so you can copy and paste text etc like on a normal web page. Do
 you think I should provide the documentation as separate html documents as

 well?

 Kind regards,

 Philip Bennefall
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 1:54 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
 Toolkitreleased!


 Hi Philip.

 Do you have an html,  or at least txt version of the documentation
 kicking around anywhere?

 The mp3 tutorial is great, but I'd like to read individual bits and I've
 never particularly been a fan of the bog standard windows help
 system,   particularly for quick reference (ie, using find
 functions)paste code or read example code character by character.

 just a personal preference of course.

 Beware the grue!

 Dark.
 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 9:57 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
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


 ---
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 If you want to leave the list, send E-mail to
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 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
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 If you have any questions or concerns regarding the management of the
 list,
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 ---
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Willem

Hi Dark.
You could just extract the chm file to a folder with something like 
7zip. it is html anyway.


hth.
On 3/24/2010 3:10 PM, dark wrote:
Yep, but that uses the annoying windows help system, which isn't great 
for finding stuff in or displaying.


As far as personal preference goes, i'd much rather have something as 
a streight html document,  or even a text file, especially if I'm 
going to need to look at a lot of things very caefully, and possibly 
cut and paste.


Afterall, html help doesn't have an actual moving curser which makes 
navigating it and performing functions less easy than with normal 
document types.


Beware the Grue!

Dark.
- Original Message - From: Bryan Peterson 
bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:59 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




It's in the BGT program group on the start menu. It's Help.
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: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 6:54 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game 
Toolkitreleased!




Hi Philip.

Do you have an html,  or at least txt version of the 
documentation kicking around anywhere?


The mp3 tutorial is great, but I'd like to read individual bits and 
I've never particularly been a fan of the bog standard windows help 
system,   particularly for quick reference (ie, using find 
functions)paste code or read example code character by character.


just a personal preference of course.

Beware the grue!

Dark.
- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 9:57 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
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Philip Bennefall

Hi Dark,

I don't quite understand what you mean there. When pressing F6 to pull up 
the document view after selecting the topic you want, you can use your four 
arrow keys to navigate the content just like you would any other document. 
It will display and function just like a normal web page in that you can 
read it line by line as well as copy and paste etc, and then pressing F6 
again will get you back to the contents list.


I could provide the documentation as separate html files, but one large file 
would get too difficult to manage as you have a carefully categorized 
reference guide etc.


Kind regards,

Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:10 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!



Yep, but that uses the annoying windows help system, which isn't great for 
finding stuff in or displaying.


As far as personal preference goes, i'd much rather have something as a 
streight html document,  or even a text file, especially if I'm going 
to need to look at a lot of things very caefully, and possibly cut and 
paste.


Afterall, html help doesn't have an actual moving curser which makes 
navigating it and performing functions less easy than with normal document 
types.


Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:59 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




It's in the BGT program group on the start menu. It's Help.
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: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 6:54 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game 
Toolkitreleased!




Hi Philip.

Do you have an html,  or at least txt version of the documentation 
kicking around anywhere?


The mp3 tutorial is great, but I'd like to read individual bits and I've 
never particularly been a fan of the bog standard windows help 
system,   particularly for quick reference (ie, using find 
functions)paste code or read example code character by character.


just a personal preference of course.

Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 9:57 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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You can make changes or update your subscription via the web, at
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All messages

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread James Dietz
Philip I think Dark is using Hal or Supernova which works differently
than JAWS for Windows.

On 3/24/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Dark,

 I don't quite understand what you mean there. When pressing F6 to pull up
 the document view after selecting the topic you want, you can use your four
 arrow keys to navigate the content just like you would any other document.
 It will display and function just like a normal web page in that you can
 read it line by line as well as copy and paste etc, and then pressing F6
 again will get you back to the contents list.

 I could provide the documentation as separate html files, but one large file
 would get too difficult to manage as you have a carefully categorized
 reference guide etc.

 Kind regards,

 Philip Bennefall
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 2:10 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
 GameToolkitreleased!


 Yep, but that uses the annoying windows help system, which isn't great for

 finding stuff in or displaying.

 As far as personal preference goes, i'd much rather have something as a
 streight html document,  or even a text file, especially if I'm going
 to need to look at a lot of things very caefully, and possibly cut and
 paste.

 Afterall, html help doesn't have an actual moving curser which makes
 navigating it and performing functions less easy than with normal document

 types.

 Beware the Grue!

 Dark.
 - Original Message -
 From: Bryan Peterson bpeterson2...@cableone.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 12:59 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
 GameToolkitreleased!


 It's in the BGT program group on the start menu. It's Help.
 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: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 6:54 AM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
 Toolkitreleased!


 Hi Philip.

 Do you have an html,  or at least txt version of the documentation
 kicking around anywhere?

 The mp3 tutorial is great, but I'd like to read individual bits and I've

 never particularly been a fan of the bog standard windows help
 system,   particularly for quick reference (ie, using find
 functions)paste code or read example code character by character.

 just a personal preference of course.

 Beware the grue!

 Dark.
 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 9:57 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
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


 ---
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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
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 list,
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 ---
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 If you want to leave the list, send E

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Willem

Hi Muhammed.

If you code in the age and name, everybody who plays the game will show 
up as being called Muhammed and 11 years old.


I suggest you look at the input_box function in the help file. In this 
way you can input your age and name yourself.


On 3/24/2010 3:14 PM, Muhammed Deniz wrote:

Ok. Here is what i'm trying to say. String=what's your name.
Int=age11
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:55 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Muhammed,

Can you explain a little what it is that you are trying to 
accomplish? I don't quite understand what you mean with the age and 
the string.


Kind regards,

Philip Bennefall
- Original Message - From: Muhammed Deniz 
muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:41 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




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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If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of 
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__ Information from ESET NOD32 Antivirus, version of 
virus signature database 4969 (20100323) __


The message was checked by ESET NOD32 Antivirus.

http://www.eset.com






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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Philip Bennefall

Hi Muhammed,

You are missing a few things. First, you are forgetting quotes and 
semicolons in your code which will make the engine throw a fit. Second, you 
aren't giving all your variables proper names and declaring them in the 
proper way. Your example should be written like:


int age=11;
string phrase=What's your name?;

Now you have an integer variable called age containing the number 11, and a 
string variable called phrase which says What's your name?.


Kind regards,

Philip Bennefall
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:14 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Ok. Here is what i'm trying to say. String=what's your name.
Int=age11
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:55 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Muhammed,

Can you explain a little what it is that you are trying to accomplish? I 
don't quite understand what you mean with the age and the string.


Kind regards,

Philip Bennefall
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:41 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




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
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Muhammed Deniz

Yes! that's what I was asking!
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:20 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Muhammed.

If you code in the age and name, everybody who plays the game will show up 
as being called Muhammed and 11 years old.


I suggest you look at the input_box function in the help file. In this way 
you can input your age and name yourself.


On 3/24/2010 3:14 PM, Muhammed Deniz wrote:

Ok. Here is what i'm trying to say. String=what's your name.
Int=age11
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:55 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Muhammed,

Can you explain a little what it is that you are trying to accomplish? I 
don't quite understand what you mean with the age and the string.


Kind regards,

Philip Bennefall
- Original Message - From: Muhammed Deniz 
muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:41 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




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
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Muhammed Deniz

Hi,
I think he uses hal.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: James Dietz james.j.di...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:22 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Philip I think Dark is using Hal or Supernova which works differently
than JAWS for Windows.

On 3/24/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Dark,

I don't quite understand what you mean there. When pressing F6 to pull up
the document view after selecting the topic you want, you can use your 
four
arrow keys to navigate the content just like you would any other 
document.

It will display and function just like a normal web page in that you can
read it line by line as well as copy and paste etc, and then pressing F6
again will get you back to the contents list.

I could provide the documentation as separate html files, but one large 
file

would get too difficult to manage as you have a carefully categorized
reference guide etc.

Kind regards,

Philip Bennefall
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:10 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
GameToolkitreleased!


Yep, but that uses the annoying windows help system, which isn't great 
for


finding stuff in or displaying.

As far as personal preference goes, i'd much rather have something as a
streight html document,  or even a text file, especially if I'm 
going

to need to look at a lot of things very caefully, and possibly cut and
paste.

Afterall, html help doesn't have an actual moving curser which makes
navigating it and performing functions less easy than with normal 
document


types.

Beware the Grue!

Dark.
- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:59 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
GameToolkitreleased!



It's in the BGT program group on the start menu. It's Help.
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: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 6:54 AM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
Toolkitreleased!



Hi Philip.

Do you have an html,  or at least txt version of the documentation
kicking around anywhere?

The mp3 tutorial is great, but I'd like to read individual bits and 
I've


never particularly been a fan of the bog standard windows help
system,   particularly for quick reference (ie, using find
functions)paste code or read example code character by character.

just a personal preference of course.

Beware the grue!

Dark.
- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 9:57 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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All

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Andy
   As I understand it, the strings need to be in quotation marks and 
numeric variables do not have quotation marks. So for instance...


string name = My name is...;
int age = 11;

Etc etc.

Muhammed Deniz wrote:

Ok. Here is what i'm trying to say. String=what's your name.
Int=age11
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:55 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Muhammed,

Can you explain a little what it is that you are trying to 
accomplish? I don't quite understand what you mean with the age and 
the string.


Kind regards,

Philip Bennefall
- Original Message - From: Muhammed Deniz 
muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:41 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




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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The message was checked by ESET NOD32

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Andy

  Hi phil,
I know this is totally not conforming to C++ syntax, but is it possible 
(or do you have plans) to make semicolons optional in the final release? 
Languages like Python, for instance, don't use such things, and it's 
kind of confusing, with with if statements not needing them and pretty 
much everything else needing them.





Philip Bennefall wrote:

Hi Muhammed,

You are missing a few things. First, you are forgetting quotes and 
semicolons in your code which will make the engine throw a fit. 
Second, you aren't giving all your variables proper names and 
declaring them in the proper way. Your example should be written like:


int age=11;
string phrase=What's your name?;

Now you have an integer variable called age containing the number 11, 
and a string variable called phrase which says What's your name?.


Kind regards,

Philip Bennefall
- Original Message - From: Muhammed Deniz 
muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:14 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Ok. Here is what i'm trying to say. String=what's your name.
Int=age11
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:55 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Muhammed,

Can you explain a little what it is that you are trying to 
accomplish? I don't quite understand what you mean with the age and 
the string.


Kind regards,

Philip Bennefall
- Original Message - From: Muhammed Deniz 
muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 1:41 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




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

Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Thomas Ward
Hi,
I hope not. I've been programming in C-Style languages for about 15
years and semi-colons are second nature to me. Taking them out would
totally screw me up. in fact, that is one reason I suck at languages
like Python as my habit is to terminate a statement with a semi-colon
and Python starts screaming at me it is wrong. I realise this is a
personal opinion, but I absolutely hate Python and any language that
doesn't use a strong C-Style syntax.

Smile.

On 3/24/10, Andy musicproa...@gmail.com wrote:
Hi phil,
 I know this is totally not conforming to C++ syntax, but is it possible
 (or do you have plans) to make semicolons optional in the final release?
 Languages like Python, for instance, don't use such things, and it's
 kind of confusing, with with if statements not needing them and pretty
 much everything else needing them.

---
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Loravara
Oh, I say leave the semicolons in.  From my perspective, C++ is a new
language, and the semicolon is just a syntactical requirement.

After all, I have to put periods at the ends of my COBOL statements.
(Actually, they're no longer required, but I'm working with people who've
been programming in COBOL for 25 years, so from their perspective, the
period is required.)  Seriously, though, I think that retaining the
syntactical rules is probably a good idea.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, March 24, 2010 1:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
GameToolkitreleased!

Hi,
I hope not. I've been programming in C-Style languages for about 15
years and semi-colons are second nature to me. Taking them out would
totally screw me up. in fact, that is one reason I suck at languages
like Python as my habit is to terminate a statement with a semi-colon
and Python starts screaming at me it is wrong. I realise this is a
personal opinion, but I absolutely hate Python and any language that
doesn't use a strong C-Style syntax.

Smile.

On 3/24/10, Andy musicproa...@gmail.com wrote:
Hi phil,
 I know this is totally not conforming to C++ syntax, but is it possible
 (or do you have plans) to make semicolons optional in the final release?
 Languages like Python, for instance, don't use such things, and it's
 kind of confusing, with with if statements not needing them and pretty
 much everything else needing them.

---
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Thomas Ward
Hi Lora,
That's a good point. Actually, the BGT script language is close enough
to C++ that someone learning it will get a fairly good introduction to
C-Style languages in the process. They won't learn everything about
C++ specifically, but should they ever want to try C++ in the future
they will have some fundimentals in place. For that reason sticking
with C++ rules such as terminating statements with semi-colons is a
good thing.

On 3/24/10, Loravara lorav...@comcast.net wrote:
 Oh, I say leave the semicolons in.  From my perspective, C++ is a new
 language, and the semicolon is just a syntactical requirement.

 After all, I have to put periods at the ends of my COBOL statements.
 (Actually, they're no longer required, but I'm working with people who've
 been programming in COBOL for 25 years, so from their perspective, the
 period is required.)  Seriously, though, I think that retaining the
 syntactical rules is probably a good idea.


---
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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread dark
Assuming my head doesn't explode in the process, it would be nice to think 
that if ever there is something I want to do which bgt won't be able to and 
I'd need to program myself, I wouldn't be entirely at sea,  of course, 
head explosion is not a certainty as yet.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 8:17 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Lora,
That's a good point. Actually, the BGT script language is close enough
to C++ that someone learning it will get a fairly good introduction to
C-Style languages in the process. They won't learn everything about
C++ specifically, but should they ever want to try C++ in the future
they will have some fundimentals in place. For that reason sticking
with C++ rules such as terminating statements with semi-colons is a
good thing.

On 3/24/10, Loravara lorav...@comcast.net wrote:

Oh, I say leave the semicolons in.  From my perspective, C++ is a new
language, and the semicolon is just a syntactical requirement.

After all, I have to put periods at the ends of my COBOL statements.
(Actually, they're no longer required, but I'm working with people who've
been programming in COBOL for 25 years, so from their perspective, the
period is required.)  Seriously, though, I think that retaining the
syntactical rules is probably a good idea.



---
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list,
please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Ryan Smith
Hi Phil,
Excellent! As a .NET/JavaScript/PHP/MOO developer myself, this will look
like some real fun to play with! I have some suggestions and a question for
you. I think it would be a useful function where you would provide a webpage
(HTTP protocol), and it would return the result as a string or as an array
separated by newlines.

Did you by any chance use the Angelscript library? I know you mentioned
earlier you used an existing scripting language to power your engine.
Angelscript looks like a pretty cool scripting engine.

I know you mentioned earlier you were going to put socket support in. When
you do, do this, I would recommend some kind of events. IE: onRecieve,
onConnect, onDisconnect. I think this would be easier for new programmers to
grasp rather than a while loop.

I am not very familiar with Angelscript, if your using it or how BGT really
works, but I'm wondering if it would be possible for users to extend BGT
with C++ code. I think this would be easier for more experienced users to
add any necessary features that some people might not use.

My last and final question is to everyone else out there. I know Phil
has definitely simplified the process of game creation, but how easy do you
all find it?(specifically non-programmers).

Thanks.
-Ryan
www.rsgames.co.nr
On Wed, Mar 24, 2010 at 4:28 PM, dark d...@xgam.org wrote:

 Assuming my head doesn't explode in the process, it would be nice to think
 that if ever there is something I want to do which bgt won't be able to and
 I'd need to program myself, I wouldn't be entirely at sea,  of course,
 head explosion is not a certainty as yet.

 Beware the grue!

 Dark.
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 

 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 8:17 PM

 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
 GameToolkitreleased!


  Hi Lora,
 That's a good point. Actually, the BGT script language is close enough
 to C++ that someone learning it will get a fairly good introduction to
 C-Style languages in the process. They won't learn everything about
 C++ specifically, but should they ever want to try C++ in the future
 they will have some fundimentals in place. For that reason sticking
 with C++ rules such as terminating statements with semi-colons is a
 good thing.

 On 3/24/10, Loravara lorav...@comcast.net wrote:

 Oh, I say leave the semicolons in.  From my perspective, C++ is a new
 language, and the semicolon is just a syntactical requirement.

 After all, I have to put periods at the ends of my COBOL statements.
 (Actually, they're no longer required, but I'm working with people who've
 been programming in COBOL for 25 years, so from their perspective, the
 period is required.)  Seriously, though, I think that retaining the
 syntactical rules is probably a good idea.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
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 list,
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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Philip Bennefall

Hi Ryan,

Thank you for the feedback. The BGT engine does indeed use AngelScript as 
its scripting backend, a truly amazing interpreter if you ask me. I do 
indeed intend putting in an http interface in the engine, if not only for 
score posting but also for those who want to interact with servers in some 
other fancy way. Smile.


As for networking, I have indeed thought along the line of an event based 
implementation but none of the details are finalized yet. I am going to be 
using ENet, a networking library written and optimized especially for high 
performance games.


Kind regards,

Philip bennefall
- Original Message - 
From: Ryan Smith computerwi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 10:31 PM
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay 
GameToolkitreleased!




Hi Phil,
Excellent! As a .NET/JavaScript/PHP/MOO developer myself, this will look
like some real fun to play with! I have some suggestions and a question 
for
you. I think it would be a useful function where you would provide a 
webpage

(HTTP protocol), and it would return the result as a string or as an array
separated by newlines.

Did you by any chance use the Angelscript library? I know you mentioned
earlier you used an existing scripting language to power your engine.
Angelscript looks like a pretty cool scripting engine.

I know you mentioned earlier you were going to put socket support in. When
you do, do this, I would recommend some kind of events. IE: onRecieve,
onConnect, onDisconnect. I think this would be easier for new programmers 
to

grasp rather than a while loop.

I am not very familiar with Angelscript, if your using it or how BGT 
really

works, but I'm wondering if it would be possible for users to extend BGT
with C++ code. I think this would be easier for more experienced users to
add any necessary features that some people might not use.

My last and final question is to everyone else out there. I know Phil
has definitely simplified the process of game creation, but how easy do 
you

all find it?(specifically non-programmers).

Thanks.
-Ryan
www.rsgames.co.nr
On Wed, Mar 24, 2010 at 4:28 PM, dark d...@xgam.org wrote:

Assuming my head doesn't explode in the process, it would be nice to 
think
that if ever there is something I want to do which bgt won't be able to 
and
I'd need to program myself, I wouldn't be entirely at sea,  of 
course,

head explosion is not a certainty as yet.

Beware the grue!

Dark.
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com



To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 8:17 PM

Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
GameToolkitreleased!


 Hi Lora,

That's a good point. Actually, the BGT script language is close enough
to C++ that someone learning it will get a fairly good introduction to
C-Style languages in the process. They won't learn everything about
C++ specifically, but should they ever want to try C++ in the future
they will have some fundimentals in place. For that reason sticking
with C++ rules such as terminating statements with semi-colons is a
good thing.

On 3/24/10, Loravara lorav...@comcast.net wrote:


Oh, I say leave the semicolons in.  From my perspective, C++ is a new
language, and the semicolon is just a syntactical requirement.

After all, I have to put periods at the ends of my COBOL statements.
(Actually, they're no longer required, but I'm working with people 
who've

been programming in COBOL for 25 years, so from their perspective, the
period is required.)  Seriously, though, I think that retaining the
syntactical rules is probably a good idea.



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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Hayden Presley
Hi,
Something to think about...in theory, you never have to make a carriage
return in C ++, just keep typing. You're code would turn to mush, but it'd
be interesting to see if someone  could make senseof it.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, March 24, 2010 3:17 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
GameToolkitreleased!

Hi Lora,
That's a good point. Actually, the BGT script language is close enough
to C++ that someone learning it will get a fairly good introduction to
C-Style languages in the process. They won't learn everything about
C++ specifically, but should they ever want to try C++ in the future
they will have some fundimentals in place. For that reason sticking
with C++ rules such as terminating statements with semi-colons is a
good thing.

On 3/24/10, Loravara lorav...@comcast.net wrote:
 Oh, I say leave the semicolons in.  From my perspective, C++ is a new
 language, and the semicolon is just a syntactical requirement.

 After all, I have to put periods at the ends of my COBOL statements.
 (Actually, they're no longer required, but I'm working with people who've
 been programming in COBOL for 25 years, so from their perspective, the
 period is required.)  Seriously, though, I think that retaining the
 syntactical rules is probably a good idea.


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Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

2010-03-24 Thread Hayden Presley
Hi James,
It shouldn't matter if Dark has JAWS, Window Eyes, Hal, or Supernova, that
still works the same, the F6 thing, I mean.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of James Dietz
Sent: Wednesday, March 24, 2010 8:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
GameToolkitreleased!

Philip I think Dark is using Hal or Supernova which works differently
than JAWS for Windows.

On 3/24/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Dark,

 I don't quite understand what you mean there. When pressing F6 to pull up
 the document view after selecting the topic you want, you can use your
four
 arrow keys to navigate the content just like you would any other document.
 It will display and function just like a normal web page in that you can
 read it line by line as well as copy and paste etc, and then pressing F6
 again will get you back to the contents list.

 I could provide the documentation as separate html files, but one large
file
 would get too difficult to manage as you have a carefully categorized
 reference guide etc.

 Kind regards,

 Philip Bennefall
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 2:10 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
 GameToolkitreleased!


 Yep, but that uses the annoying windows help system, which isn't great
for

 finding stuff in or displaying.

 As far as personal preference goes, i'd much rather have something as a
 streight html document,  or even a text file, especially if I'm going
 to need to look at a lot of things very caefully, and possibly cut and
 paste.

 Afterall, html help doesn't have an actual moving curser which makes
 navigating it and performing functions less easy than with normal
document

 types.

 Beware the Grue!

 Dark.
 - Original Message -
 From: Bryan Peterson bpeterson2...@cableone.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 12:59 PM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay
 GameToolkitreleased!


 It's in the BGT program group on the start menu. It's Help.
 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: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 6:54 AM
 Subject: Re: [Audyssey] Beta version 0.1 of the blastbay Game
 Toolkitreleased!


 Hi Philip.

 Do you have an html,  or at least txt version of the documentation
 kicking around anywhere?

 The mp3 tutorial is great, but I'd like to read individual bits and
I've

 never particularly been a fan of the bog standard windows help
 system,   particularly for quick reference (ie, using find
 functions)paste code or read example code character by character.

 just a personal preference of course.

 Beware the grue!

 Dark.
 - Original Message -
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, March 24, 2010 9:57 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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