[Audyssey] Enemy Attack.

2010-03-24 Thread Steve
Hi,
does anyone know how to turn down the music in Enemy Attack, or for that fact 
can it be turned down?
Steve Walker
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[Audyssey] old games archive

2010-03-24 Thread shaun everiss
Hi.
 I know some including josh are interested.
 i have managed to find my old games archive.
I'm prity sure its the entire thing but don't know.
I need to check the source, so it may mean me reuploading the file.
Josh I will get the other stuff for you later, I need to continue searching my 
load of cds tomorrow but this is probably most of  what you want.


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[Audyssey] hmph

2010-03-24 Thread shaun everiss
Hi.
forget the link.
http://dl.dropbox.com/u/1407689/oldgames.zip


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Re: [Audyssey] DirectSound or XAudio

2010-03-24 Thread shaun everiss
thanks
At 11:08 a.m. 24/03/2010, you wrote:
Hi Shaun,
Go to http://www.blindadrenaline.com and then go to the blind adrenaline
card room. Choose the instructions link, then the download link, and it's on
that page.
HTH!
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 5:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

can you still get that program?
where can I get that?
I may keep that util round.
At 10:52 a.m. 24/03/2010, you wrote:
Hi Shaun,
In order to do that you'd probably need a utility like Che had made for the
Blind Adrenailne Card Room. I still love it, since it was the key to me
playing Rail Racer and MOTA; I simply could not figure out why I could not
get DirectX to work! Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 12:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON
YOUR WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND
OTHER THINGS TO THE LATEST VERSIONS.
AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU
HAD
THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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Re: [Audyssey] DirectSound or XAudio

2010-03-24 Thread shaun everiss
thanks am getting this now.
At 11:08 a.m. 24/03/2010, you wrote:
Hi Shaun,
Go to http://www.blindadrenaline.com and then go to the blind adrenaline
card room. Choose the instructions link, then the download link, and it's on
that page.
HTH!
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 5:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

can you still get that program?
where can I get that?
I may keep that util round.
At 10:52 a.m. 24/03/2010, you wrote:
Hi Shaun,
In order to do that you'd probably need a utility like Che had made for the
Blind Adrenailne Card Room. I still love it, since it was the key to me
playing Rail Racer and MOTA; I simply could not figure out why I could not
get DirectX to work! Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, March 23, 2010 12:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] DirectSound or XAudio

WELL TOM NOT SURE IF YOU CAN DO THIS, BUT IF YOU COULD HAVE SOMETHING ON
YOUR WEBSITE THAT DETECTED THINGS IE DIRECTX 9 AND THINGS COMPARING IT AND
OTHER THINGS TO THE LATEST VERSIONS.
AND IF THINGS WERE OK YOU GOT SAY THE DOWNLOAD PAGE FOR THE GAMES.
IF NOT YOU WOULD  BE WARNED AND EITHER BARED FROM GOING FURTHER TILL YOU
HAD
THE REQUIREMENTS OR GIVEN  AN OPTION TO CONTINUE.
IN BOTH CASES YOU COULD PUT LINKS TO GET THOSE.
At 01:01 a.m. 24/03/2010, you wrote:
Hi Dark,
Well, thanks to some advice given by Davy Kager I definitely think I'm
going to give XAudio2 a try. He's been doing some experimentation and
development with XAudio2, and from what he said XAudio2 really has
some outstanding features. The one issue that really grabbed my
attention was the way XAudio2 can perform pitch changes verses the way
it is done in DirectSound.
For example, in DirectSound if you try to increase the pitch of a
car's engine sound from an idle up to a very fast speed like a
speeding car, DirectSound will eventually start to distort the sound
of the engine which is not cool. With XAudio2 you can change the pitch
of the engine up 10 octives very rapidly and not get a lick of
distortion. That's pretty impressive, and would resolve an issue I'm
having with Raceway.
Another issue David Greenwood and I were discussing on the developers
list is how 3d audio is rendered on Windows Vista and Windows 7 verses
Windows XP. When you play a game like Shades of Doom on Vista, for
example, instead of a sound coming out of your left ear it gets
positioned at a 45 degree angle off center. This obviously screws up
the audio environment completely, and I think is do to the fact
Windows Vista has a totally different sound mixer than XP, and no
longer renders 3d audio positioning the same way as earlier releases
of Windows at least with DirectSound. Neither of us are sure, but the
solution with this problem may depend on going with XAudio2 instead of
using DirectSound. After all, XAudio2 was specifically designed for
Windows Vista and later in mind, and I'm certain Microsoft would have
noticed this problem and tried to correct it with XAudio2. If so
XAudio2 would be the smart choice since I am running Windows 7 here,
and all of my games that have 3d audio environments using DirectSound
are completely screwed up and aren't rendered properly. Since 3d FPS
games are what Genesis is designed for anything that can correctly
render 3d audio environments on Windows Vista and Windows 7 hands down
is the most sensable choice.
As far as my feelings about installing dependencies goes I agree if a
customer isn't able to install required Windows updates that is tough
luck. However, as the developer of said game it often falls upon me,
through technical support services, to help them perform the updates ,
and I really would prefer not to have to hand hold new computer users
through the installation of DirectX and other Windows components if I
don't have to. Never-the-less as XAudio2 seams to be the better
solution here I consider DirectX updates a necessity to take advantage
of improved audio support. Plus as I've said before for users
switching to Windows 7 XAudio2 could be the difference between a
incorrectly rendered and a correctly rendered 3d audio environment
which makes updating DirectX worth while. So thanks to some technical
discussion on the developers list XAudio2 sounds like a better
solution all around so far.

Cheers!

---
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Re: [Audyssey] DirectSound or XAudio

2010-03-24 Thread Thomas Ward
Hi Muhammed,
That's not really that complicated. What a person would likely do, if
creating a tool like Shaun mentioned, is create a small program that
gets downloaded to your PC much like the way Genuine Advantage gets
downloaded and installed. In other words it would be basically a
browser plugin. that scans your PC, and then sends the information
back to the host web site with all the results. A script on the web
site recieves the results and displays them on the web page. You see
how that works?

On 3/23/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Shaun, how on earth will that work? I think it needs your Ip address for
 that matter.
 Contact info.
 email:
 muhamme...@googlemail.com
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 Klango username.
 muhammed

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[Audyssey] Beta version 0.1 of the blastbay Game Toolkit released!

2010-03-24 Thread Philip Bennefall
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
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Re: [Audyssey] DirectSound or XAudio

2010-03-24 Thread Muhammed Deniz

Ahh, now get it. Didn't know that.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 9:30 AM
Subject: Re: [Audyssey] DirectSound or XAudio



Hi Muhammed,
That's not really that complicated. What a person would likely do, if
creating a tool like Shaun mentioned, is create a small program that
gets downloaded to your PC much like the way Genuine Advantage gets
downloaded and installed. In other words it would be basically a
browser plugin. that scans your PC, and then sends the information
back to the host web site with all the results. A script on the web
site recieves the results and displays them on the web page. You see
how that works?

On 3/23/10, Muhammed Deniz muhamme...@googlemail.com wrote:

Shaun, how on earth will that work? I think it needs your Ip address for
that matter.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed


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All messages are archived and can be searched and read at
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list,
please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] Enemy Attack.

2010-03-24 Thread Muhammed Deniz

Hi Steve,
Use the down arro key to turn it down, and the up arro key to turn it up.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Steve blindma...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 6:52 AM
Subject: [Audyssey] Enemy Attack.



Hi,
does anyone know how to turn down the music in Enemy Attack, or for that 
fact can it be turned down?

Steve Walker
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[Audyssey] Terreformers again.

2010-03-24 Thread Ryan Conroy
Hi,

I'm stuck again. I made it past the three tone wheels, and now I'm in a room 
with a beeping computer, and a code lock. I'm assuming you have to enter the 
code so that the tones of the code match the beeps of the computer? I'm not 
sure though, and I've tried this several times with no luck.
If anyone has any hints on what to do, please let me know.

Thanks,
Ryan


Home Improvement Projects
Click here to find experienced pros to help with your home improvement project.
http://thirdpartyoffers.juno.com/TGL2131/c?cp=ekbGedSc1jx7z8dCPB_rfgAAJz2jaNpB6CPeiffPNfNRseoUAAYAAADNAAAShAA=

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Re: [Audyssey] Terreformers again.

2010-03-24 Thread dark

Yes, you need to enter the same tones as the computer.

Generally what I've done at that point is just turned up my volume a bit, 
stood by the lock, listened to the computer, and tapped keys to find the 
correct tones.


I can't off hand remember the combination I'm afraid but I don't remember it 
taking long to get.


Beware the grue!

Dark.
- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: gamers@audyssey.org
Sent: Wednesday, March 24, 2010 10:16 AM
Subject: [Audyssey] Terreformers again.



Hi,

I'm stuck again. I made it past the three tone wheels, and now I'm in a 
room with a beeping computer, and a code lock. I'm assuming you have to 
enter the code so that the tones of the code match the beeps of the 
computer? I'm not sure though, and I've tried this several times with no 
luck.

If anyone has any hints on what to do, please let me know.

Thanks,
Ryan


Home Improvement Projects
Click here to find experienced pros to help with your home improvement 
project.

http://thirdpartyoffers.juno.com/TGL2131/c?cp=ekbGedSc1jx7z8dCPB_rfgAAJz2jaNpB6CPeiffPNfNRseoUAAYAAADNAAAShAA=

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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit released!

2010-03-24 Thread Muhammed Deniz

Hi Philip,
Downloading it now.
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 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 Game Toolkit released!

2010-03-24 Thread Jacob Kruger

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] USA Games News 3/18/2010

2010-03-24 Thread Thomas Ward
Hi all,
Travis is correct. I mean if it is a matter of comparing core native
Windows development APIs to core native Mac development APIs it is
quite possible to create some fairly advanced accessible Mac games.
However, it can be a programming nightmare because Windows native APIs
and Mac native game APIs are completely different from a programming
standpoint. That's why it is helpful to find some intermediate
cross-platform API like SFML to create some common programming
interface between Mac and Windows. Problem is that SFML and SDL aren't
really as good as the native Mac or Windows development APIs which was
my original point in all this.
If you want to write Mac games, specifically for a Mac, then you could
do it using native Mac APIs which are generally pretty good. if you
want Windows based games you can create them using native Windows
APIs. However, you can't create a game for both without either
rewriting a good portion of your program to support those native APIs,
or you settle for an  open source cross-platform solution that doesn't
necessarily deliver the same features or quality. I could easily
create a game like STFC using SDL that would be perfectly fine since
it doesn't really need anything more than basic keyboard and audio
support. However, for a realistic first person game such as Shades of
Doom I'd want something with better input and audio support that SDL
just doesn't have. So as a result you might want to use one of the
native APIs that would offer better features and better performance.
Sometimes there isn't any other way but to support two completely
different APIs to perform the same task such as rendering text to
speech. On Windows there is Sapi, and Mac has the Apple Speech
Framework. Both are good APIs, basically do the same thing, but are
supported in completely different ways from a programming standpoint.
I've heard there are some open source libraries that act as a common
wrapper for Sapi and Mac's Speech Framework, but without it you have
completely two different APIs to support. A developer can end up
investing a lot of time and energy trying to program, debug, and
support what are two completely different versions of the same
software. Which i for one don't really want to deal with at this time.

Cheers!


On 3/23/10, Travis Siegel tsie...@lothlorien.nfbcal.org wrote:
 I'd like to urge folks to keep in mind while discussing cross platform
 development tools that they're just that cross platform.
 Windows has it's native apis which are loads better than sdl, sfml, or any
 of the others mentioned here.
 I'd also like to point out that mac has core audio, and other apis that are
 the same way.
 Anyone using the native mac apis would get just as fully exposed to the
 features windows apis provide,
 but those programs would be mac only, just as direct x is windows only.
 But, the point is that mac does have it's own set of apis for doing things.
 The problem is that mac still has a long way to go on it's integrated
 development (called collectively the x tools) before they will be
 100 percent accessible to those of us who use screen readers for our
 computer usage.
 That's not to say it can't be done, only that's considerably more difficult
 to use native mac apis with the apple provided development tools to make an
 equivalent game.
 However, it *can* be done, if you have some sighted assistance (which most
 of us do not)
 and a great deal of knowledge of how cocoa and objective C++ works.
 On the other hand, all the comments about cross platform game developing is
 quite correct.
 Give me some c++ code for a game like troopanum, and using sfml
 I could have a cross platform version available in a week or less.
 Give me a month or so, and some sighte help from someone who knows the apple
 developer tools,
 and I can provide you something like shades of doom, sara, or even toc, and
 you'd be blown away by it's richness of environment.
 Unfortunately, what's lacking here is the sighted help, and the knowledge of
 the cocoa environment, so I at least can't do this out of the box.
 (well, I could do the troopanum game, but not the other)
 If you want a sample of what apple can do with their apis, check out the
 dinosaur game that comes with any mac purchase.
 My kids love it, and it's definitely full of stereo sound effects, great
 video animations, and all sorts of eye candy for keeping the little ones
 entertained.
 However, this was produced by folks who knew the apple environment inside
 and out, so it's not really a fair comparison of what *we* can do, only what
 *can* be done.
 Hope this helps clarify a little bit.

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

2010-03-24 Thread Bryan Peterson
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 Game Toolkitreleased!

2010-03-24 Thread Willem
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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If you have 

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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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.

__ 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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signature database 4969 (20100323) __


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http://www.eset.com




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Gamers mailing 

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] Entombed intelligence question

2010-03-24 Thread Jess Varnell
Hi. Sorry for so many questions. What do you use the goblin card for? And 
how do you unlock the other jobs? Is there a way to find out how much gold 
you have? And is it buggy with jaws for some people? When I'm in a shop for 
instance and using jaws, it doesn't tell me how much gold I have and skips 
some of the stuff sappi says. Thanks for helping.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 12:04 PM
Subject: Re: [Audyssey] Entombed intelligence question


Magical weapons he means. For an example one of them from the gobblin 
king.

Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 9:52 AM
Subject: Re: [Audyssey] Entombed intelligence question



What sorts of weapons do you mean by that?
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 3:04 PM
Subject: Re: [Audyssey] Entombed intelligence question


Strength and inteligence increase as you level anyway, but you can also 
have your character wear armour with the appropriate boosts, or equip 
weapons.


One interesting thing to note is you only have to equip the weapons, not 
use them, so it's absolutely fine to have a spell caster running around 
with two pretty terrible quality weapons which increase his/her int and 
thus make more effective magic, but never actually attacking with them.


Hth.

Beware the grue!

Dark.
- Original Message - 
From: Angela Lerma amle...@roadrunner.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 6:35 PM
Subject: [Audyssey] Entombed intelligence question



Hello,

I was wondering how to increase my intelligence in the game.

Thanks and have a great day!

Angela
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Re: [Audyssey] Entombed intelligence question

2010-03-24 Thread Muhammed Deniz

Hi,
You use the gobblin card to unlock the gobblin race. If you pick it up, it 
should be unlocked. Here is the Jobs that you could unlock, but spoilers, 
read at own risk!
The forchen teller known as the kristle card, could be unlocked if you beat 
the game. To unlock the druid, play as a ranger theath and this is called 
naecher card. To unlock the adventurer job, just play as a wonderer theath. 
And yes, it sometimes skips items and it says for this gold after you sell 
that item and after it speeks the next item you have to sell.

Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:21 PM
Subject: Re: [Audyssey] Entombed intelligence question


Hi. Sorry for so many questions. What do you use the goblin card for? And 
how do you unlock the other jobs? Is there a way to find out how much gold 
you have? And is it buggy with jaws for some people? When I'm in a shop 
for instance and using jaws, it doesn't tell me how much gold I have and 
skips some of the stuff sappi says. Thanks for helping.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 12:04 PM
Subject: Re: [Audyssey] Entombed intelligence question


Magical weapons he means. For an example one of them from the gobblin 
king.

Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 9:52 AM
Subject: Re: [Audyssey] Entombed intelligence question



What sorts of weapons do you mean by that?
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 3:04 PM
Subject: Re: [Audyssey] Entombed intelligence question


Strength and inteligence increase as you level anyway, but you can also 
have your character wear armour with the appropriate boosts, or equip 
weapons.


One interesting thing to note is you only have to equip the weapons, 
not use them, so it's absolutely fine to have a spell caster running 
around with two pretty terrible quality weapons which increase his/her 
int and thus make more effective magic, but never actually attacking 
with them.


Hth.

Beware the grue!

Dark.
- Original Message - 
From: Angela Lerma amle...@roadrunner.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 6:35 PM
Subject: [Audyssey] Entombed intelligence question



Hello,

I was wondering how to increase my intelligence in the game.

Thanks and have a great day!

Angela
---
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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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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 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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The message was checked by ESET NOD32 Antivirus.

http://www.eset.com






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You can make changes or update your 

Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit released!

2010-03-24 Thread dark

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 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
---
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You can 

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

2010-03-24 Thread Bryan Peterson

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 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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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.
If you have any questions or concerns regarding the management of 
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signature database 4969 (20100323) __


The message was checked by ESET NOD32 Antivirus.

http://www.eset.com






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signature database 4969 (20100323) __


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

2010-03-24 Thread Philip Bennefall

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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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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If you have any questions or concerns regarding the management of the 
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[Audyssey] My first BGT attempt...

2010-03-24 Thread Bryan Peterson
Ok so I've been reading through the documentation and decided to go ahead and 
try to write a little game. The premise is simple. You're a robot and your goal 
is to shoot as many other robots as you can in a minute. I also thought about 
having electrified walls at either edge of the screen, which would stun you for 
a second if you touched them, so the goal would be to shoot robots while 
avoiding contact with the walls. Anyone familiar with theAtari game Berzerk may 
be familiar with this concept. The way I want it to work is for you to move 
with the left and right arrows and fire with the space bar. But I've been 
looking at some of the sample scripts and I'm still not entirely sure how to go 
about doing this. Maybe I ought to read the Keyboard Reference first? I've got 
everything basically planned out in my mind for how I want the game to work. 
Right now I'm working on gathering together all the sounds I'll need. It's just 
the getting there that's still a little bit confusing.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
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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 are 

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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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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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 Game Toolkitreleased!

2010-03-24 Thread Muhammed Deniz

Go to bgt, then go to help. Their is a help tutorial in html.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 12:54 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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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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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
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All messages are archived and can be searched and read at
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signature database 4969 (20100323) __


The message was checked by ESET NOD32 Antivirus.

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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
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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
---
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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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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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All messages are 

Re: [Audyssey] My first BGT attempt...

2010-03-24 Thread Philip Bennefall

Hi Bryan,

I'd suggest you take a look at the function called position_sound_1d in the 
helper layer section of the reference. It features an example of how to move 
around a 1 dimensional grid, and it's pretty easy to extend it to do what 
you want. Feel free to start a thread on one of the Blastbay BGT forums 
about it, and I and a few others will be happy to help you along the way.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:05 PM
Subject: [Audyssey] My first BGT attempt...


Ok so I've been reading through the documentation and decided to go ahead 
and try to write a little game. The premise is simple. You're a robot and 
your goal is to shoot as many other robots as you can in a minute. I also 
thought about having electrified walls at either edge of the screen, which 
would stun you for a second if you touched them, so the goal would be to 
shoot robots while avoiding contact with the walls. Anyone familiar with 
theAtari game Berzerk may be familiar with this concept. The way I want it 
to work is for you to move with the left and right arrows and fire with 
the space bar. But I've been looking at some of the sample scripts and I'm 
still not entirely sure how to go about doing this. Maybe I ought to read 
the Keyboard Reference first? I've got everything basically planned out in 
my mind for how I want the game to work. Right now I'm working on 
gathering together all the sounds I'll need. It's just the getting there 
that's still a little bit confusing.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
---
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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkitreleased!

2010-03-24 Thread Mauricio Almeida
hi philip,

I would rather have them as separated doccuments for those who who like
it.
aso, your audio tutorial rocks.

mauricio
-Mensagem original-
De: Philip Bennefall phi...@blastbay.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 24 de Março de 2010 14:19
Assunto: Re: [Audyssey] Beta version 0.1 of the blastbay GameToolkitreleased!

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,
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 ---
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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.
 If you have any questions 

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.


 ---
 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.



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

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
---
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 

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
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Re: [Audyssey] My first BGT attempt...

2010-03-24 Thread Muhammed Deniz

Bryan, could you do this?
As far as I looked, it showed it like this.
{
gun.wav,
robot 1.wav,
robot 2.wav,
robot 3.wav
{
This is what it said if i'm not rong.
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 1:21 PM
Subject: Re: [Audyssey] My first BGT attempt...



Hi Bryan,

I'd suggest you take a look at the function called position_sound_1d in 
the helper layer section of the reference. It features an example of how 
to move around a 1 dimensional grid, and it's pretty easy to extend it to 
do what you want. Feel free to start a thread on one of the Blastbay BGT 
forums about it, and I and a few others will be happy to help you along 
the way.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:05 PM
Subject: [Audyssey] My first BGT attempt...


Ok so I've been reading through the documentation and decided to go ahead 
and try to write a little game. The premise is simple. You're a robot and 
your goal is to shoot as many other robots as you can in a minute. I also 
thought about having electrified walls at either edge of the screen, 
which would stun you for a second if you touched them, so the goal would 
be to shoot robots while avoiding contact with the walls. Anyone familiar 
with theAtari game Berzerk may be familiar with this concept. The way I 
want it to work is for you to move with the left and right arrows and 
fire with the space bar. But I've been looking at some of the sample 
scripts and I'm still not entirely sure how to go about doing this. Maybe 
I ought to read the Keyboard Reference first? I've got everything 
basically planned out in my mind for how I want the game to work. Right 
now I'm working on gathering together all the sounds I'll need. It's just 
the getting there that's still a little bit confusing.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
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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
---
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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 

[Audyssey] Very silly bgt question

2010-03-24 Thread dark
Hi. 

Prepare for the world's most idiotic question about bgt, and proof that my 
brain contains nothing but loose screws. 

How exactly do I get a new bgt script file to work with? I'd like to try the 
examples in the tutorial but I've no idea where to actually start writing at 
all.

I have heard note pad, - but doesn't note pad save things as .txt files, 
where as I'm trying to save something as a .bgt file? 


As I said,  appologies for the question. 

Beware the Grue! 

Dark.
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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread Bryan Peterson
All you have to do is start writing in a new document in Notepad, then add 
.bgt to the end of the filename when you save it for the first time. It's 
llike creating trivia files for Jim Kitchen's trivia game, but instead of 
.tgf it's .bgt.

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@audyssey.org
Sent: Wednesday, March 24, 2010 8:28 AM
Subject: [Audyssey] Very silly bgt question



Hi.

Prepare for the world's most idiotic question about bgt, and proof that my 
brain contains nothing but loose screws.


How exactly do I get a new bgt script file to work with? I'd like to try 
the examples in the tutorial but I've no idea where to actually start 
writing at all.


I have heard note pad, - but doesn't note pad save things as .txt 
files, where as I'm trying to save something as a .bgt file?



As I said,  appologies for the question.

Beware the Grue!

Dark.
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[Audyssey] new game problem.

2010-03-24 Thread Muhammed Deniz
Hello all,
I was just testing the city attack game. Well I haven't exactly started it, I 
just was testing my coding skills.
The file name was 
city attack.bgt
When I opened it, I got the following.
Section: 
Line: 1 (10)
Error: Expected '('
I will poste the code in a different email. 
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
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[Audyssey] the codeing.

2010-03-24 Thread Muhammed Deniz
Here is the code.
void main{
Show game window city attack;
String=City attack;
String= name  Muhammed Deniz;
Int=age 11;
{
gun.wav,
punch4.wav{

Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
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[Audyssey] game creation toolkit!

2010-03-24 Thread Josh
hey guys,
star wars and a totally awesome star trek game! oh and I'm also gunna make a 
football game with good music, sounds and stuff. I'll only be able to afford 
the lite version so when its released I'm buying the lite version and releasing 
my games for free. Maybe my wife can help me make a cool website. 


Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread dark

Ah, I've never written trivia files for jim, --- as I said, yes I am dim.

thanks for baring with me.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:33 PM
Subject: Re: [Audyssey] Very silly bgt question


All you have to do is start writing in a new document in Notepad, then add 
.bgt to the end of the filename when you save it for the first time. It's 
llike creating trivia files for Jim Kitchen's trivia game, but instead of 
.tgf it's .bgt.
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@audyssey.org
Sent: Wednesday, March 24, 2010 8:28 AM
Subject: [Audyssey] Very silly bgt question



Hi.

Prepare for the world's most idiotic question about bgt, and proof that 
my brain contains nothing but loose screws.


How exactly do I get a new bgt script file to work with? I'd like to try 
the examples in the tutorial but I've no idea where to actually start 
writing at all.


I have heard note pad, - but doesn't note pad save things as .txt 
files, where as I'm trying to save something as a .bgt file?



As I said,  appologies for the question.

Beware the Grue!

Dark.
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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread Wil James
And to ensure that Notepad doesn't put anything weird in there, in the files
of type combo box, select all *.*.


-Original Message-
From: Bryan Peterson [mailto:bpeterson2...@cableone.net] 
Sent: Wednesday, March 24, 2010 10:34 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Very silly bgt question

All you have to do is start writing in a new document in Notepad, then add 
.bgt to the end of the filename when you save it for the first time. It's 
llike creating trivia files for Jim Kitchen's trivia game, but instead of 
.tgf it's .bgt.
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@audyssey.org
Sent: Wednesday, March 24, 2010 8:28 AM
Subject: [Audyssey] Very silly bgt question


 Hi.

 Prepare for the world's most idiotic question about bgt, and proof that my

 brain contains nothing but loose screws.

 How exactly do I get a new bgt script file to work with? I'd like to try 
 the examples in the tutorial but I've no idea where to actually start 
 writing at all.

 I have heard note pad, - but doesn't note pad save things as .txt 
 files, where as I'm trying to save something as a .bgt file?


 As I said,  appologies for the question.

 Beware the Grue!

 Dark.
 ---
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 http://www.mail-archive.com/gam...@audyssey.org.
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 list,
 please send E-mail to gamers-ow...@audyssey.org.
 


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[Audyssey] free games with game creation toolkit

2010-03-24 Thread Josh
Hi guys
I would rather get the lite version and make free games because then I have 
more liberty with the types of games I make like really cool star wars games 
using ripped sounds and music and such. If I start selling games then my 
creativity must also be sacrificed. I'll do it as a hobby alongside school, and 
then along side my fulltime job I hope to get. 

Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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[Audyssey] game creation tool help file

2010-03-24 Thread Josh
Hi

try using nvda, it reads html help just fine. 

Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread Muhammed Deniz

Just do the file type as.
.bgt
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:28 PM
Subject: [Audyssey] Very silly bgt question



Hi.

Prepare for the world's most idiotic question about bgt, and proof that my 
brain contains nothing but loose screws.


How exactly do I get a new bgt script file to work with? I'd like to try 
the examples in the tutorial but I've no idea where to actually start 
writing at all.


I have heard note pad, - but doesn't note pad save things as .txt 
files, where as I'm trying to save something as a .bgt file?



As I said,  appologies for the question.

Beware the Grue!

Dark.
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Re: [Audyssey] free games with game creation toolkit

2010-03-24 Thread Philip Bennefall

Hi Josh,

I would strongly advise you not to use any pirated material neither in free 
nor in shareware games. Though it's less likely with a free title, they can 
still come after you and are sure to do so if they find you, because it's 
the ripping/usage of the sound that is illegal in the first place.


Kind regards,

Philip Bennefall
- Original Message - 
From: Josh jkenn...@gmail.com

To: gamers list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 3:45 PM
Subject: [Audyssey] free games with game creation toolkit



Hi guys
I would rather get the lite version and make free games because then I 
have more liberty with the types of games I make like really cool star 
wars games using ripped sounds and music and such. If I start selling 
games then my creativity must also be sacrificed. I'll do it as a hobby 
alongside school, and then along side my fulltime job I hope to get.


Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread Bryan Peterson
I'm still rather comfused by all the mathematical terms and things. I'm 
thinking of doing a simple Berzerk style game where you shoot robots with a 
laser while trying to avoid touching walls. You have a minute to shoot as 
many robots as you can, but when you touch the walls you get shocked and 
stunned for a second or so. I think I'm slowly stumbling my way towards 
getting the game to play the intro file, but then of course after that I 
have to map out the simple keystrokes and put together some sounds.

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 8:42 AM
Subject: Re: [Audyssey] Very silly bgt question



Ah, I've never written trivia files for jim, --- as I said, yes I am dim.

thanks for baring with me.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:33 PM
Subject: Re: [Audyssey] Very silly bgt question


All you have to do is start writing in a new document in Notepad, then 
add .bgt to the end of the filename when you save it for the first time. 
It's llike creating trivia files for Jim Kitchen's trivia game, but 
instead of .tgf it's .bgt.
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@audyssey.org
Sent: Wednesday, March 24, 2010 8:28 AM
Subject: [Audyssey] Very silly bgt question



Hi.

Prepare for the world's most idiotic question about bgt, and proof that 
my brain contains nothing but loose screws.


How exactly do I get a new bgt script file to work with? I'd like to try 
the examples in the tutorial but I've no idea where to actually start 
writing at all.


I have heard note pad, - but doesn't note pad save things as .txt 
files, where as I'm trying to save something as a .bgt file?



As I said,  appologies for the question.

Beware the Grue!

Dark.
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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread Muhammed Deniz

Give me your code, it may help me out.
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 2:54 PM
Subject: Re: [Audyssey] Very silly bgt question


I'm still rather comfused by all the mathematical terms and things. I'm 
thinking of doing a simple Berzerk style game where you shoot robots with 
a laser while trying to avoid touching walls. You have a minute to shoot 
as many robots as you can, but when you touch the walls you get shocked 
and stunned for a second or so. I think I'm slowly stumbling my way 
towards getting the game to play the intro file, but then of course after 
that I have to map out the simple keystrokes and put together some sounds.
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 8:42 AM
Subject: Re: [Audyssey] Very silly bgt question



Ah, I've never written trivia files for jim, --- as I said, yes I am dim.

thanks for baring with me.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:33 PM
Subject: Re: [Audyssey] Very silly bgt question


All you have to do is start writing in a new document in Notepad, then 
add .bgt to the end of the filename when you save it for the first time. 
It's llike creating trivia files for Jim Kitchen's trivia game, but 
instead of .tgf it's .bgt.
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@audyssey.org
Sent: Wednesday, March 24, 2010 8:28 AM
Subject: [Audyssey] Very silly bgt question



Hi.

Prepare for the world's most idiotic question about bgt, and proof that 
my brain contains nothing but loose screws.


How exactly do I get a new bgt script file to work with? I'd like to 
try the examples in the tutorial but I've no idea where to actually 
start writing at all.


I have heard note pad, - but doesn't note pad save things as .txt 
files, where as I'm trying to save something as a .bgt file?



As I said,  appologies for the question.

Beware the Grue!

Dark.
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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread Philip Bennefall

Hi Bryan,

Did you take a look at the position_sound_1d example? That, along with the 
example games, should help you along the way.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 3:54 PM
Subject: Re: [Audyssey] Very silly bgt question


I'm still rather comfused by all the mathematical terms and things. I'm 
thinking of doing a simple Berzerk style game where you shoot robots with 
a laser while trying to avoid touching walls. You have a minute to shoot 
as many robots as you can, but when you touch the walls you get shocked 
and stunned for a second or so. I think I'm slowly stumbling my way 
towards getting the game to play the intro file, but then of course after 
that I have to map out the simple keystrokes and put together some sounds.
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 8:42 AM
Subject: Re: [Audyssey] Very silly bgt question



Ah, I've never written trivia files for jim, --- as I said, yes I am dim.

thanks for baring with me.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:33 PM
Subject: Re: [Audyssey] Very silly bgt question


All you have to do is start writing in a new document in Notepad, then 
add .bgt to the end of the filename when you save it for the first time. 
It's llike creating trivia files for Jim Kitchen's trivia game, but 
instead of .tgf it's .bgt.
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@audyssey.org
Sent: Wednesday, March 24, 2010 8:28 AM
Subject: [Audyssey] Very silly bgt question



Hi.

Prepare for the world's most idiotic question about bgt, and proof that 
my brain contains nothing but loose screws.


How exactly do I get a new bgt script file to work with? I'd like to 
try the examples in the tutorial but I've no idea where to actually 
start writing at all.


I have heard note pad, - but doesn't note pad save things as .txt 
files, where as I'm trying to save something as a .bgt file?



As I said,  appologies for the question.

Beware the Grue!

Dark.
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[Audyssey] Programming Language for Game Design

2010-03-24 Thread Loravara
Good Morning,

Currently, I am a mainframe programmer who uses COBOL, CICS and JCL.

I've been tempted to design a few of my own games, but I'd like to do so on
a Windows 7 machine, not the big mainframe we use at work.

Initially, I'd like to design things that you play alone, against a
computer, but one day I'd like to branch out into games that you could play
on-line, against other people.

What is the best language to learn in order to accomplish these tasks?  In
addition to a programming language for creating the game, what else would I
need to know, down the road, in order to make the games multi-player?

Thanks for any advice.




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[Audyssey] free games

2010-03-24 Thread Josh
Hi

I figure they're less likely to come after me if all my games are free. If I 
sold the games then they'd be really really mad and stuff but if the games are 
free whaat'll they do, sue me for distributing free games? I guess I'll just 
have to be careful. 

Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] free games

2010-03-24 Thread James Dietz
What are you talking about?

On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi

 I figure they're less likely to come after me if all my games are free. If I
 sold the games then they'd be really really mad and stuff but if the games
 are free whaat'll they do, sue me for distributing free games? I guess I'll
 just have to be careful.

 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
 ---
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[Audyssey] bgt engine

2010-03-24 Thread Josh
Hi

are there bgt compilers that will compile a game for x-box, joystick functions, 
compiler for mac, perhaps or playstation compilers? 
so my free games could run on several platfoorms? 


Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] free games

2010-03-24 Thread Ann

Hi,

I know about all the legal consequences in developing these types of 
games, So, please don't anyone bombard the game list by repeating them a 
lot.


I am not advocating piracy. But, all I want to say is  that it is so 
unfair! The sighted have literally tons of different Star Wars, Star 
Trek, even Stargate and probably hundreds if not thousands of other 
games, computer and console, based on popular TV  shows, movies, etc. 
But, we have almost none. We are huge fans of these types of shows too, 
but most blind game developers just could never afford the licensing 
fees to get passed all the legal mumbo jumbo.


If you do decide to try making them, Josh, I'll try out any of your free 
games. You might not want to advertise them on this list, though.


~Ann


On 3/24/2010 11:04 AM, Josh wrote:

Hi

I figure they're less likely to come after me if all my games are free. If I 
sold the games then they'd be really really mad and stuff but if the games are 
free whaat'll they do, sue me for distributing free games? I guess I'll just 
have to be careful.

Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] free games

2010-03-24 Thread James Dietz
Forgive me. This message didn't show up in the thread about
copyrighted material in free games for some reason. Anyway I think
it's kind of corny to use material from other series unless you can do
it justice.  I'm not a big fan of licensed games anyway. I'd rather
have a new story. Then again it doesn't take much story for me to
become interested in a game as I'm not into RPGs and most story-driven
types of games.

On 3/24/10, James Dietz james.j.di...@gmail.com wrote:
 What are you talking about?

 On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi

 I figure they're less likely to come after me if all my games are free. If
 I
 sold the games then they'd be really really mad and stuff but if the
 games
 are free whaat'll they do, sue me for distributing free games? I guess
 I'll
 just have to be careful.

 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread Bryan Peterson
I don't think so. And even if I was inclined to do that I'd want to be 
absolutely sure it was working before I did.

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: Muhammed Deniz muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 8:56 AM
Subject: Re: [Audyssey] Very silly bgt question



Give me your code, it may help me out.
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 2:54 PM
Subject: Re: [Audyssey] Very silly bgt question


I'm still rather comfused by all the mathematical terms and things. I'm 
thinking of doing a simple Berzerk style game where you shoot robots with 
a laser while trying to avoid touching walls. You have a minute to shoot 
as many robots as you can, but when you touch the walls you get shocked 
and stunned for a second or so. I think I'm slowly stumbling my way 
towards getting the game to play the intro file, but then of course after 
that I have to map out the simple keystrokes and put together some 
sounds.
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 8:42 AM
Subject: Re: [Audyssey] Very silly bgt question


Ah, I've never written trivia files for jim, --- as I said, yes I am 
dim.


thanks for baring with me.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:33 PM
Subject: Re: [Audyssey] Very silly bgt question


All you have to do is start writing in a new document in Notepad, then 
add .bgt to the end of the filename when you save it for the first 
time. It's llike creating trivia files for Jim Kitchen's trivia game, 
but instead of .tgf it's .bgt.
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@audyssey.org
Sent: Wednesday, March 24, 2010 8:28 AM
Subject: [Audyssey] Very silly bgt question



Hi.

Prepare for the world's most idiotic question about bgt, and proof 
that my brain contains nothing but loose screws.


How exactly do I get a new bgt script file to work with? I'd like to 
try the examples in the tutorial but I've no idea where to actually 
start writing at all.


I have heard note pad, - but doesn't note pad save things as .txt 
files, where as I'm trying to save something as a .bgt file?



As I said,  appologies for the question.

Beware the Grue!

Dark.
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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread Bryan Peterson
I did. I'm still a bit confused though. I'm not entirely sure about what 
things like Delta position and things like that mean.

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 8:59 AM
Subject: Re: [Audyssey] Very silly bgt question



Hi Bryan,

Did you take a look at the position_sound_1d example? That, along with the 
example games, should help you along the way.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 3:54 PM
Subject: Re: [Audyssey] Very silly bgt question


I'm still rather comfused by all the mathematical terms and things. I'm 
thinking of doing a simple Berzerk style game where you shoot robots with 
a laser while trying to avoid touching walls. You have a minute to shoot 
as many robots as you can, but when you touch the walls you get shocked 
and stunned for a second or so. I think I'm slowly stumbling my way 
towards getting the game to play the intro file, but then of course after 
that I have to map out the simple keystrokes and put together some 
sounds.
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 8:42 AM
Subject: Re: [Audyssey] Very silly bgt question


Ah, I've never written trivia files for jim, --- as I said, yes I am 
dim.


thanks for baring with me.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:33 PM
Subject: Re: [Audyssey] Very silly bgt question


All you have to do is start writing in a new document in Notepad, then 
add .bgt to the end of the filename when you save it for the first 
time. It's llike creating trivia files for Jim Kitchen's trivia game, 
but instead of .tgf it's .bgt.
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@audyssey.org
Sent: Wednesday, March 24, 2010 8:28 AM
Subject: [Audyssey] Very silly bgt question



Hi.

Prepare for the world's most idiotic question about bgt, and proof 
that my brain contains nothing but loose screws.


How exactly do I get a new bgt script file to work with? I'd like to 
try the examples in the tutorial but I've no idea where to actually 
start writing at all.


I have heard note pad, - but doesn't note pad save things as .txt 
files, where as I'm trying to save something as a .bgt file?



As I said,  appologies for the question.

Beware the Grue!

Dark.
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Re: [Audyssey] Programming Language for Game Design

2010-03-24 Thread Muhammed Deniz

c
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Loravara lorav...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, March 24, 2010 3:00 PM
Subject: [Audyssey] Programming Language for Game Design



Good Morning,

Currently, I am a mainframe programmer who uses COBOL, CICS and JCL.

I've been tempted to design a few of my own games, but I'd like to do so 
on

a Windows 7 machine, not the big mainframe we use at work.

Initially, I'd like to design things that you play alone, against a
computer, but one day I'd like to branch out into games that you could 
play

on-line, against other people.

What is the best language to learn in order to accomplish these tasks?  In
addition to a programming language for creating the game, what else would 
I

need to know, down the road, in order to make the games multi-player?

Thanks for any advice.




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Re: [Audyssey] bgt engine

2010-03-24 Thread James Dietz
No!!

The multiplatform question has been brought up a couple of times.

A Playstation SDK license is obnoxiously expensive. All of the
blastbay stuff (streamway etc) exclusively makes use of
Windows-specific code.

On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi

 are there bgt compilers that will compile a game for x-box, joystick
 functions, compiler for mac, perhaps or playstation compilers?
 so my free games could run on several platfoorms?


 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] free games

2010-03-24 Thread Muhammed Deniz

You know what?  Make a game about Romeo and Juliet, lol!
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 3:13 PM
Subject: Re: [Audyssey] free games



Forgive me. This message didn't show up in the thread about
copyrighted material in free games for some reason. Anyway I think
it's kind of corny to use material from other series unless you can do
it justice.  I'm not a big fan of licensed games anyway. I'd rather
have a new story. Then again it doesn't take much story for me to
become interested in a game as I'm not into RPGs and most story-driven
types of games.

On 3/24/10, James Dietz james.j.di...@gmail.com wrote:

What are you talking about?

On 3/24/10, Josh jkenn...@gmail.com wrote:

Hi

I figure they're less likely to come after me if all my games are free. 
If

I
sold the games then they'd be really really mad and stuff but if the
games
are free whaat'll they do, sue me for distributing free games? I guess
I'll
just have to be careful.

Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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[Audyssey] blindgamers forum

2010-03-24 Thread James Dietz
There has been a lot of list traffic lately, much of which consists of
short messages followed by more short messages answering the simple
questions asked in the original short messages (read the
documentation, stop asking inane questions and look something up for
yourself for once, etc).
How about a forum?
Here are some key benefits:
- We'd all have less clutter in our inboxes.
- Message length, quotation and other list requirements would no
longer be an issue
- Accounts can be locked, possibly liimiting spoofing and other internet garbage
- Some forums have mailing-list interfaces allowing those who wish to
follow (and possibly respond to) traffic to do so through email.

Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
the blindgamers discussion group into the 21st freakin' century.

Thoughts?
Feel free to be less biased and/or inflamatory than I am.

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Re: [Audyssey] blindgamers forum

2010-03-24 Thread Muhammed Deniz
James, I don't mean to be rude or anything, but if you want, go and create 
your own forom. If you also want, I could also create a group on google. I 
think I know some of the options when you subscribe. Just let me create a 
group, and lets close this matter.

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 3:25 PM
Subject: [Audyssey] blindgamers forum



There has been a lot of list traffic lately, much of which consists of
short messages followed by more short messages answering the simple
questions asked in the original short messages (read the
documentation, stop asking inane questions and look something up for
yourself for once, etc).
How about a forum?
Here are some key benefits:
- We'd all have less clutter in our inboxes.
- Message length, quotation and other list requirements would no
longer be an issue
- Accounts can be locked, possibly liimiting spoofing and other internet 
garbage

- Some forums have mailing-list interfaces allowing those who wish to
follow (and possibly respond to) traffic to do so through email.

Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
the blindgamers discussion group into the 21st freakin' century.

Thoughts?
Feel free to be less biased and/or inflamatory than I am.

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



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Re: [Audyssey] blindgamers forum

2010-03-24 Thread dark
And what is wrong with the forum at www.audiogames.net?  and for that 
matter, for bgt questions, the blastbay forum itself.


Oh Btw, what happened to help thy neighbor and provideth thy neighbor 
with yee symple answer to yon question which, as is the will of he who doth 
write yonder documentation, mayest not be as clear to one as it might be to 
his neighber for sooth!


Beware the grue!¬

Dark.
- Original Message - 
From: James Dietz james.j.di...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 3:25 PM
Subject: [Audyssey] blindgamers forum



There has been a lot of list traffic lately, much of which consists of
short messages followed by more short messages answering the simple
questions asked in the original short messages (read the
documentation, stop asking inane questions and look something up for
yourself for once, etc).
How about a forum?
Here are some key benefits:
- We'd all have less clutter in our inboxes.
- Message length, quotation and other list requirements would no
longer be an issue
- Accounts can be locked, possibly liimiting spoofing and other internet 
garbage

- Some forums have mailing-list interfaces allowing those who wish to
follow (and possibly respond to) traffic to do so through email.

Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
the blindgamers discussion group into the 21st freakin' century.

Thoughts?
Feel free to be less biased and/or inflamatory than I am.

---
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Re: [Audyssey] blindgamers forum

2010-03-24 Thread James Dietz
A google group would be a good idea. It provides a forum-like
interface to a group. I think it'dl et you post to a list even ifyou
aren't subscribed.

There is already a forum discussing similar topics on audiogames.net.
I'd like an official gamers forum to replace the gamers list because
not everyone who is on the list is signed up for the audiogames.net
forum,  nor would they necessarily sign up to a forum created by you
or I. Of course this would mean that everyone would have to learn to
interact on a forum instead of a mailing list. Now I know it might be
scary at first, but it's really easy when you used to it, and you'll
eventually find it quite fun! Try it. It won't bite.

On 3/24/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 James, I don't mean to be rude or anything, but if you want, go and create
 your own forom. If you also want, I could also create a group on google. I
 think I know some of the options when you subscribe. Just let me create a
 group, and lets close this matter.
 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 3:25 PM
 Subject: [Audyssey] blindgamers forum


 There has been a lot of list traffic lately, much of which consists of
 short messages followed by more short messages answering the simple
 questions asked in the original short messages (read the
 documentation, stop asking inane questions and look something up for
 yourself for once, etc).
 How about a forum?
 Here are some key benefits:
 - We'd all have less clutter in our inboxes.
 - Message length, quotation and other list requirements would no
 longer be an issue
 - Accounts can be locked, possibly liimiting spoofing and other internet
 garbage
 - Some forums have mailing-list interfaces allowing those who wish to
 follow (and possibly respond to) traffic to do so through email.

 Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
 the blindgamers discussion group into the 21st freakin' century.

 Thoughts?
 Feel free to be less biased and/or inflamatory than I am.

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


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Re: [Audyssey] blindgamers forum

2010-03-24 Thread Wil James
Not only does forums have e-mail notifications, but some even have rss
feeds. like the one on Blastbay Studios's site.

This type of change won't come easily.  Most people do not like change, but
I'm all for it.


-Original Message-
From: James Dietz [mailto:james.j.di...@gmail.com] 
Sent: Wednesday, March 24, 2010 11:25 AM
To: Gamers Discussion list
Subject: [Audyssey] blindgamers forum

There has been a lot of list traffic lately, much of which consists of
short messages followed by more short messages answering the simple
questions asked in the original short messages (read the
documentation, stop asking inane questions and look something up for
yourself for once, etc).
How about a forum?
Here are some key benefits:
- We'd all have less clutter in our inboxes.
- Message length, quotation and other list requirements would no
longer be an issue
- Accounts can be locked, possibly liimiting spoofing and other internet
garbage
- Some forums have mailing-list interfaces allowing those who wish to
follow (and possibly respond to) traffic to do so through email.

Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
the blindgamers discussion group into the 21st freakin' century.

Thoughts?
Feel free to be less biased and/or inflamatory than I am.

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

__ Information from ESET Smart Security, version of virus signature
database 4971 (20100324) __

The message was checked by ESET Smart Security.

http://www.eset.com


 

__ Information from ESET Smart Security, version of virus signature
database 4971 (20100324) __

The message was checked by ESET Smart Security.

http://www.eset.com
 


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Re: [Audyssey] blindgamers forum

2010-03-24 Thread Ann
Hey, take it easy. smile If it is driving you that crazy, then set 
your subscription to digest mode or take a break from reading altogether.


I'm not in to web forums, not as much as I prefer mailing lists. But, it 
is a matter of personal taste.


~Ann


On 3/24/2010 11:25 AM, James Dietz wrote:

There has been a lot of list traffic lately, much of which consists of
short messages followed by more short messages answering the simple
questions asked in the original short messages (read the
documentation, stop asking inane questions and look something up for
yourself for once, etc).
How about a forum?
Here are some key benefits:
- We'd all have less clutter in our inboxes.
- Message length, quotation and other list requirements would no
longer be an issue
- Accounts can be locked, possibly liimiting spoofing and other internet garbage
- Some forums have mailing-list interfaces allowing those who wish to
follow (and possibly respond to) traffic to do so through email.

Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
the blindgamers discussion group into the 21st freakin' century.

Thoughts?
Feel free to be less biased and/or inflamatory than I am.

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

   



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Re: [Audyssey] free games

2010-03-24 Thread Wil James
I'd love to create a 24 style game, but I know I couldn't do it and release
it into the wild.  Maybe I'll work something up and keep it to myself, but
even that could get me into hot water.  (sigh)  That's really too bad too!
I have Seasons 1 through 7, and will get Season 8 when it comes out.  A very
good show, IMHO!


-Original Message-
From: Ann [mailto:tate...@gmail.com] 
Sent: Wednesday, March 24, 2010 11:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] free games

Hi,

I know about all the legal consequences in developing these types of 
games, So, please don't anyone bombard the game list by repeating them a 
lot.

I am not advocating piracy. But, all I want to say is  that it is so 
unfair! The sighted have literally tons of different Star Wars, Star 
Trek, even Stargate and probably hundreds if not thousands of other 
games, computer and console, based on popular TV  shows, movies, etc. 
But, we have almost none. We are huge fans of these types of shows too, 
but most blind game developers just could never afford the licensing 
fees to get passed all the legal mumbo jumbo.

If you do decide to try making them, Josh, I'll try out any of your free 
games. You might not want to advertise them on this list, though.

~Ann


On 3/24/2010 11:04 AM, Josh wrote:
 Hi

 I figure they're less likely to come after me if all my games are free. If
I sold the games then they'd be really really mad and stuff but if the games
are free whaat'll they do, sue me for distributing free games? I guess I'll
just have to be careful.

 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
 ---
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The message was checked by ESET Smart Security.

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database 4971 (20100324) __

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http://www.eset.com
 


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Re: [Audyssey] blindgamers forum

2010-03-24 Thread dark
I know not everyone is signed up to audiogames.net, I was however suggesting 
that rather than changing the entire format of the list, people who might 
prefer a forum could! sign up there if they wished.


Several people on audiogames.net are not on this list, because they prefer a 
forum format, and visa versa. Therefore having two forums would seem 
overkill imho, where as the current situation gives alternatives.


Beware the grue!

Dark.
- Original Message - 
From: James Dietz james.j.di...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 3:35 PM
Subject: Re: [Audyssey] blindgamers forum



A google group would be a good idea. It provides a forum-like
interface to a group. I think it'dl et you post to a list even ifyou
aren't subscribed.

There is already a forum discussing similar topics on audiogames.net.
I'd like an official gamers forum to replace the gamers list because
not everyone who is on the list is signed up for the audiogames.net
forum,  nor would they necessarily sign up to a forum created by you
or I. Of course this would mean that everyone would have to learn to
interact on a forum instead of a mailing list. Now I know it might be
scary at first, but it's really easy when you used to it, and you'll
eventually find it quite fun! Try it. It won't bite.

On 3/24/10, Muhammed Deniz muhamme...@googlemail.com wrote:
James, I don't mean to be rude or anything, but if you want, go and 
create
your own forom. If you also want, I could also create a group on google. 
I

think I know some of the options when you subscribe. Just let me create a
group, and lets close this matter.
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 3:25 PM
Subject: [Audyssey] blindgamers forum



There has been a lot of list traffic lately, much of which consists of
short messages followed by more short messages answering the simple
questions asked in the original short messages (read the
documentation, stop asking inane questions and look something up for
yourself for once, etc).
How about a forum?
Here are some key benefits:
- We'd all have less clutter in our inboxes.
- Message length, quotation and other list requirements would no
longer be an issue
- Accounts can be locked, possibly liimiting spoofing and other internet
garbage
- Some forums have mailing-list interfaces allowing those who wish to
follow (and possibly respond to) traffic to do so through email.

Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
the blindgamers discussion group into the 21st freakin' century.

Thoughts?
Feel free to be less biased and/or inflamatory than I am.

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



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list,

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Re: [Audyssey] My first BGT attempt...

2010-03-24 Thread Bryan Peterson

I don't think so.
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: Muhammed Deniz muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 7:26 AM
Subject: Re: [Audyssey] My first BGT attempt...



Bryan, could you do this?
As far as I looked, it showed it like this.
{
gun.wav,
robot 1.wav,
robot 2.wav,
robot 3.wav
{
This is what it said if i'm not rong.
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 1:21 PM
Subject: Re: [Audyssey] My first BGT attempt...



Hi Bryan,

I'd suggest you take a look at the function called position_sound_1d in 
the helper layer section of the reference. It features an example of how 
to move around a 1 dimensional grid, and it's pretty easy to extend it to 
do what you want. Feel free to start a thread on one of the Blastbay BGT 
forums about it, and I and a few others will be happy to help you along 
the way.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 2:05 PM
Subject: [Audyssey] My first BGT attempt...


Ok so I've been reading through the documentation and decided to go 
ahead and try to write a little game. The premise is simple. You're a 
robot and your goal is to shoot as many other robots as you can in a 
minute. I also thought about having electrified walls at either edge of 
the screen, which would stun you for a second if you touched them, so 
the goal would be to shoot robots while avoiding contact with the walls. 
Anyone familiar with theAtari game Berzerk may be familiar with this 
concept. The way I want it to work is for you to move with the left and 
right arrows and fire with the space bar. But I've been looking at some 
of the sample scripts and I'm still not entirely sure how to go about 
doing this. Maybe I ought to read the Keyboard Reference first? I've got 
everything basically planned out in my mind for how I want the game to 
work. Right now I'm working on gathering together all the sounds I'll 
need. It's just the getting there that's still a little bit confusing.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
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Re: [Audyssey] free games

2010-03-24 Thread Thomas Ward
Hi Josh,
Legally they could, but that's not very likely. The thing to keep in
mind with some of  these laws, even copyright laws, is that they are
not set in stone. The law is more like a tight rope that you can bend
this way and that depending on the case at hand. There have been
companies who tried suing for damages over copyright infringement and
lost, because the material was found to be under the fair use portion
of the copyright law, or was unenforcable for one reason or another.
That's not to say you are totally safe from copyright suits, but that
isn't as likely as if you were a big fish doing the same thing.


On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi

 I figure they're less likely to come after me if all my games are free. If I
 sold the games then they'd be really really mad and stuff but if the games
 are free whaat'll they do, sue me for distributing free games? I guess I'll
 just have to be careful.

 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
 ---
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Re: [Audyssey] blindgamers forum

2010-03-24 Thread Mauricio Almeida
james,
www.audiogames.net is your best friend ever, and it likes you alot.
subscribe and enjoy.
-Mensagem original-
De: Ann tate...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 24 de Março de 2010 11:38
Assunto: Re: [Audyssey] blindgamers forum

Hey, take it easy. smile If it is driving you that crazy, then set
your subscription to digest mode or take a break from reading altogether.

I'm not in to web forums, not as much as I prefer mailing lists. But, it
is a matter of personal taste.

~Ann


On 3/24/2010 11:25 AM, James Dietz wrote:
 There has been a lot of list traffic lately, much of which consists of
 short messages followed by more short messages answering the simple
 questions asked in the original short messages (read the
 documentation, stop asking inane questions and look something up for
 yourself for once, etc).
 How about a forum?
 Here are some key benefits:
 - We'd all have less clutter in our inboxes.
 - Message length, quotation and other list requirements would no
 longer be an issue
 - Accounts can be locked, possibly liimiting spoofing and other internet 
 garbage
 - Some forums have mailing-list interfaces allowing those who wish to
 follow (and possibly respond to) traffic to do so through email.

 Let's do it! To put it bluntly I'm sick of mailing lists.  Let's take
 the blindgamers discussion group into the 21st freakin' century.

 Thoughts?
 Feel free to be less biased and/or inflamatory than I am.

 ---
 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
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 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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Re: [Audyssey] free games

2010-03-24 Thread Thomas Ward
Hi Ann,
Yeah, I know the feeling all too well. It is even worse since I am a
game developer and know even if I create a Star Wars, Star Trek, Harry
Potter, etc type of game I can't really sell it. Paramount didn't seam
to care about my Star Trek game as long as it was free so that's what
I did. Lucas Arts on the other hand told me up front that there was no
way in Hads they would grant me permission for the use of the Star
Wars trademarks freeware or otherwise. That's totally anal from my
point of view since they are making millions off of sighted games,
toys, and everything else, but can't let a blind developer release a
free Star wars game legally. That's just the kind of greedy low lifes
they really are.
As for myself I've got a couple of private projects I'm working on
they know nothing about. Perhaps some day I'll decide to release them
as freeware, for the blind community, and if they don't like it that's
tough luck. They can take that put it in their pipe and smoke it. I'm
no longer going to let them tell me what I can and can not create with
my free time just because they are greedy, selfish, anal compulsive
jurks.

Cheers!

---
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Re: [Audyssey] My first BGT attempt...

2010-03-24 Thread Thomas Ward
Hi Bryan,
Smile. the minute you started describing the game I thought Berzerk. I
use to love that game when I was a kid. Of course, I liked it because
I liked running the little robot into the electric walls. Lol!

On 3/24/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Ok so I've been reading through the documentation and decided to go ahead
 and try to write a little game. The premise is simple. You're a robot and
 your goal is to shoot as many other robots as you can in a minute. I also
 thought about having electrified walls at either edge of the screen, which
 would stun you for a second if you touched them, so the goal would be to
 shoot robots while avoiding contact with the walls. Anyone familiar with
 theAtari game Berzerk may be familiar with this concept. The way I want it
 to work is for you to move with the left and right arrows and fire with the
 space bar. But I've been looking at some of the sample scripts and I'm still
 not entirely sure how to go about doing this. Maybe I ought to read the
 Keyboard Reference first? I've got everything basically planned out in my
 mind for how I want the game to work. Right now I'm working on gathering
 together all the sounds I'll need. It's just the getting there that's still
 a little bit confusing.
 Homer: Hey, uh, could you go across the street and get me a slice of pizza?
 Vender: No pizza. Only Khlav Kalash.
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Re: [Audyssey] free games

2010-03-24 Thread Wil James
You got to check out the South Park episode where films were made
politically correct.  The creators hit the mark spot on with the way they
portrayed George Lucas.  I don't have the episode information, but it should
be here.  http://www.southparkstudios.com


-Original Message-
From: Thomas Ward [mailto:thomasward1...@gmail.com] 
Sent: Wednesday, March 24, 2010 12:30 PM
To: tate...@gmail.com; Gamers Discussion list
Subject: Re: [Audyssey] free games

Hi Ann,
Yeah, I know the feeling all too well. It is even worse since I am a
game developer and know even if I create a Star Wars, Star Trek, Harry
Potter, etc type of game I can't really sell it. Paramount didn't seam
to care about my Star Trek game as long as it was free so that's what
I did. Lucas Arts on the other hand told me up front that there was no
way in Hads they would grant me permission for the use of the Star
Wars trademarks freeware or otherwise. That's totally anal from my
point of view since they are making millions off of sighted games,
toys, and everything else, but can't let a blind developer release a
free Star wars game legally. That's just the kind of greedy low lifes
they really are.
As for myself I've got a couple of private projects I'm working on
they know nothing about. Perhaps some day I'll decide to release them
as freeware, for the blind community, and if they don't like it that's
tough luck. They can take that put it in their pipe and smoke it. I'm
no longer going to let them tell me what I can and can not create with
my free time just because they are greedy, selfish, anal compulsive
jurks.

Cheers!

---
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__ Information from ESET Smart Security, version of virus signature
database 4971 (20100324) __

The message was checked by ESET Smart Security.

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Re: [Audyssey] free games

2010-03-24 Thread Thomas Ward
Hi Will,
Lol! Actually, I saw that epasode a while back. It was a keeper. Of
course, South Park is usually funny how they slander everyone, or
twist current events around to make them funny.

On 3/24/10, Wil James w...@wilanddenise.com wrote:
 You got to check out the South Park episode where films were made
 politically correct.  The creators hit the mark spot on with the way they
 portrayed George Lucas.  I don't have the episode information, but it should
 be here.  http://www.southparkstudios.com

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Re: [Audyssey] bgt engine

2010-03-24 Thread Thomas Ward
Hi Josh,
No. Philip's BGT toolkit is for Windows only. It uses DirectX 8, and
he'd have to rewrite a fair amount of the toolkit to make it run on
XBox, Mac, Linux, or anything else.

HTH

On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi

 are there bgt compilers that will compile a game for x-box, joystick
 functions, compiler for mac, perhaps or playstation compilers?
 so my free games could run on several platfoorms?


 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] free games

2010-03-24 Thread Charles Rivard
And, if they put it in their pipe and smoke it, I hope they get cancer of 
the wallet.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: tate...@gmail.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 24, 2010 11:30 AM
Subject: Re: [Audyssey] free games



Hi Ann,
Yeah, I know the feeling all too well. It is even worse since I am a
game developer and know even if I create a Star Wars, Star Trek, Harry
Potter, etc type of game I can't really sell it. Paramount didn't seam
to care about my Star Trek game as long as it was free so that's what
I did. Lucas Arts on the other hand told me up front that there was no
way in Hads they would grant me permission for the use of the Star
Wars trademarks freeware or otherwise. That's totally anal from my
point of view since they are making millions off of sighted games,
toys, and everything else, but can't let a blind developer release a
free Star wars game legally. That's just the kind of greedy low lifes
they really are.
As for myself I've got a couple of private projects I'm working on
they know nothing about. Perhaps some day I'll decide to release them
as freeware, for the blind community, and if they don't like it that's
tough luck. They can take that put it in their pipe and smoke it. I'm
no longer going to let them tell me what I can and can not create with
my free time just because they are greedy, selfish, anal compulsive
jurks.

Cheers!

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Re: [Audyssey] free games

2010-03-24 Thread Thomas Ward
Hi Charles,
Hey, way to go. That's the spirit. Lol!

On 3/24/10, Charles Rivard woofer...@sbcglobal.net wrote:
 And, if they put it in their pipe and smoke it, I hope they get cancer of
 the wallet.
 ---
 In God we trust.

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Re: [Audyssey] Very silly bgt question

2010-03-24 Thread Thomas Ward
Hi Dark,
You can use any ascii text editor like Notepad to read and write the
bgt script files. However, instead of a *.txt extention backspace out
the txt and add bgt to the end of the file name. Does that make sense?

On 3/24/10, dark d...@xgam.org wrote:
 Hi.

 Prepare for the world's most idiotic question about bgt, and proof that my
 brain contains nothing but loose screws.

 How exactly do I get a new bgt script file to work with? I'd like to try the
 examples in the tutorial but I've no idea where to actually start writing at
 all.

 I have heard note pad, - but doesn't note pad save things as .txt files,
 where as I'm trying to save something as a .bgt file?


 As I said,  appologies for the question.

 Beware the Grue!

 Dark.
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[Audyssey] Games playable on socal networks

2010-03-24 Thread Aiden Gardiner
Hey all,

Are there any games on social networking sites like facebook and twitter that 
are playable by us? I only know of one which used to be, and that was 
nighthood, although this may've changed.

Aiden
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Re: [Audyssey] Time of Conflict from GMA games.

2010-03-24 Thread nicol
HI phil
Is  toc  similar to sound rts?
- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 2:37 PM
Subject: [Audyssey] Time of Conflict from GMA games.


 Time of Conflict from GMA games.

 Time of Conflict is a strategy game that can be used by the visually 
 impaired and sighted alike. The goal of the game is to subdue the enemy 
 and capture all of its cities. When a city is captured it will begin 
 producing forces that may be used against the enemy. You may produce 
 infantry, armoured units, fighters, destroyers, submarines, troop 
 transports, aircraft carriers, and battleships. You may play on a 
 computer-generated map or a premade map provided with the game, or by 
 using the included map builder you can use a map you developed yourself.

 The game has five difficulty levels, several premade maps, several map 
 sizes, and a range of games types from a complete sea battle to a 
 land-only battle. Depending on the size of map selected and your 
 familiarity with the game, Time of Conflict may last hundreds of time 
 units and may involve hundreds of land, sea, and air units.

 The game was designed so that you can get by with a dozen or so 
 keystrokes, but dozens more are available for the experience player. A 
 context-Sensitive menu is available which makes learning the game much 
 easier. This menu only displays the actions which are available to the 
 current unit at the current point in time.

 We are currently working towards making Time of Conflict a multi-player 
 game. You will be able to play against one to three other players in 
 addition to playing the computer. Stay tuned.

 It is now in public beta and the download file is 20 MB.
 http://www.gmagames.com/toc.shtml



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[Audyssey] free games

2010-03-24 Thread Josh
Hi

I did read the entire bgt license and I think I definitely will just get the 
lite version. reason? that is because I want to put the games I create I want 
to use the gnu general public license with all my games. 


Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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[Audyssey] free games

2010-03-24 Thread Josh
Hi thomas,

there's a program called ragon unpacker that will let you rip sounds from many 
types of games. I plan on using that to get some or many sounds, and  then make 
my games free using the gnu general public license and give em out! I'm 
gunnahave to re-read some of the looping stuff, but I find that setting my 
screen reader to read all punctuation and examining code a bit at a time I'm 
slowly getting the hang of this. as in its starting to really make sense. 
Philip did a great job and when it comesout he's getting my money for the lite 
version! I hope it costs $60 or so. hopefully it'll be under $100. 

Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] enemy attack results

2010-03-24 Thread Ken

Nope, you've used all the guns you have.




Do you live near Sandusky Ohio, or are you planning a trip to Cedar Point?
Receive a massage at very competitive rates--$40 per hour for a revitalizing 
therapeutic massage,

$65 per house call--any time, anywhere (within reason.)
Call 419-577-7973
I'll ease your pain and discomfort, loosen and mobilize your stiff joints, 
relax your achy muscles, and help you let go of stress, depression, and 
nervous anxiety...

Ken Downey, LMT

President of Blind Comfort!
The Caring Without the Staring
and
DreamtechInteractive
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 4:17 PM
Subject: [Audyssey] enemy attack results



Hello everyone,
These are the stats for enemy attack. But, I have a question. How on earth 
do you switch to your machine gun in enemy attack?  I think you have one 
if i'm not rong. Well, here are the stats.

Monday,March 22,2010 04:53:23 PM
New Game


Your gaming statistics are as follows:
You reached the Rookies' zone level.
You shot   42   choppers from the sky, which gives you 
39500points.
You destroyed  44   bombs, which gives you   41910 
points.
You shot   20   jets out of the sky, giving you 
166790   points.
You shot   22   planes out of the sky, giving you 
81110points.
Altogether, you destroyed128  targets, giving you 
329310points.
3jets have reached base, costing you3000 
points.

No planes reached base.
One chopper has landed, costing you 500 points.
No bombs have landed.
You missed your target   640  times Which cost you 
64000points.

Your shooting accuracy is16   percent.
This gives you a grand total of261310   points.

Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.791 / Virus Database: 271.1.1/2766 - Release Date: 03/23/10 
15:33:00



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Re: [Audyssey] Programming Language for Game Design

2010-03-24 Thread Philip Bennefall

Hello there,

Personally I use C++ and would recommend it to anyone wanting to expand as 
much as possible, but a few simpler solutions might be one of the .net 
languages or even my game scripting engine BGT. This will support networking 
eventually, but it all depends on how far you want to go. C++ will let you 
do virtually anything, while BGT is specifically geared towards audio game 
development.


Kind regards,

Philip Bennefall
- Original Message - 
From: Loravara lorav...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, March 24, 2010 4:00 PM
Subject: [Audyssey] Programming Language for Game Design



Good Morning,

Currently, I am a mainframe programmer who uses COBOL, CICS and JCL.

I've been tempted to design a few of my own games, but I'd like to do so 
on

a Windows 7 machine, not the big mainframe we use at work.

Initially, I'd like to design things that you play alone, against a
computer, but one day I'd like to branch out into games that you could 
play

on-line, against other people.

What is the best language to learn in order to accomplish these tasks?  In
addition to a programming language for creating the game, what else would 
I

need to know, down the road, in order to make the games multi-player?

Thanks for any advice.




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Re: [Audyssey] Beta version 0.1 of the blastbay Game Toolkit released!

2010-03-24 Thread Thomas Ward
Hi Philip,
All I can say is awesome job. I've just finished reading the language
tutorial, and as you said the scripting language is a stripped down
version of C++. The scripting language rocks as it is so close to C++
I felt like I could jump in and start coding without the language
manual although I did so to get an overview of what I'm in for. I must
say the reader did a very nice job reading the manual.  Great work so
far.

Cheers!



On 3/24/10, Philip Bennefall phi...@blastbay.com wrote:
 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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[Audyssey] toc a frustration

2010-03-24 Thread peter Mahach
witj in the map builder, I always hit f8 insteadof f8 and I find my self with 
floating cities. this is frustrating. I wish you could use control s to save 
your map.
lol had to let some steam out while suggesting something
-
Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.tmantv.net



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[Audyssey] sound movement with bgt

2010-03-24 Thread Josh
Hi

lets say I'm making a game where you swing something like a sword or lite saber 
or something like that. I don't see any functions to play a sound, and while 
its playing move it right or raise or lower volumme while its playing, unless I 
missed something which I very well could have. 


Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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Re: [Audyssey] free games

2010-03-24 Thread James Dietz
I don't think you can GPL something which uses copyrighted sounds.
Best just distributed it license-free with the sounds. Licenses are
confining anyway. If you can get creative with sound effects; edit and
combine them in interesting ways to give your game a unique
atmosphere. It'll sound odd with sounds coming from all sorts of
games. That or worse: it'll sound just like another game.

On 3/24/10, Josh jkenn...@gmail.com wrote:
 Hi thomas,

 there's a program called ragon unpacker that will let you rip sounds from
 many types of games. I plan on using that to get some or many sounds, and
 then make my games free using the gnu general public license and give em
 out! I'm gunnahave to re-read some of the looping stuff, but I find that
 setting my screen reader to read all punctuation and examining code a bit at
 a time I'm slowly getting the hang of this. as in its starting to really
 make sense. Philip did a great job and when it comesout he's getting my
 money for the lite version! I hope it costs $60 or so. hopefully it'll be
 under $100.

 Josh Kennedy jkenn...@gmail.com http://jkenn337.klangoblog.net
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