Re: [Audyssey] danger city

2010-12-28 Thread Damien Pendleton

Hi Jack,
May I please remind you that I still maintain the rights to Giftanum, Danger 
City and Self Destruct and in fact do still offer them as downloads on my 
website.
Whoever thought that Danger City was not displayed on the website, needs to 
take a closer look at the games page. In there there is a link for the 
Danger City page, and in there is the download for the game.
As for finding dc02.exe on the server I don't know how, since I have blocked 
access to raw Apache indexes, unless of course you did find it on the 
downloads section.
For those who would like to know I am in the process of rewriting all the 
games I offered into BGT, including Danger City, Self Destruct and Giftanum, 
as well as the Savage Gamut and all original X-Sight games.
I know the abandoned games from XLStudios were popular but I ask that you 
please be patient while everything is converted over. The code is rather 
difficult to understand in some games, especially those from XLStudios, so 
it will mean a complete rewrite rather than a few simple find/replace 
operations.

Thanks.
Regards,
Damien.


- Original Message - 
From: Jack F mymonkeyboy2...@gmail.com

To: gamers gamers@audyssey.org
Sent: Sunday, December 26, 2010 6:53 PM
Subject: Re: [Audyssey] danger city



Hey all,
I want the danger city beta from xl studeos. I tryed going to the
homepage but it doesn't exist. Audiogames.net said that dameine was
hosting it at x-sight, but I only see the savage gamut and self
destruct and I don't see the top speed cars and tracks page, and the
acefire comments submition page is not on there anymore. I think this
is because all that stuff was on Dameine's old sight
www.x-sight.brandoncole.net and since x-sight-interactive has moved,
it's a new page that aditions and deletions have been made to the
sight. I don't even see giftanum on x-sight or even Shane Davidson's
sight. We all want the games, and since I have the bgt language to
program my games, I might even be able to finish Danger City and
further develop giftanum. But that's only if I get a good idea of the
games, and the language itself. I can only tell you that it might take
a very long time to finish dc because I'm still trying to get
comfortable with this new language. Also I have to wait to compile the
game and release it because the thing is still in beta stage. Thank
you.
best regards, Jack

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Re: [Audyssey] danger city

2010-12-28 Thread Alfredo C

Hello
Someone wanted to get a copy of DC about two months ago, and since it was 
not on your page, I just had a feeling it was still in apatche so I typed in 
the tc01.exe into the end of the URL of x-ight-interactive. Although you 
did not have a link to it in the games section, it seems like you still have 
had it in the server. 



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Re: [Audyssey] An X-Sight Interactive Question

2010-12-28 Thread Ben
Give! Us! Proof!  Give! Us! Proof!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo
Sent: 24 December 2010 11:54
To: Gamers Discussion list
Subject: Re: [Audyssey] An X-Sight Interactive Question

Hello,
I have heard someone playing top Speed three. Not sure how they got it, 
though.

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Re: [Audyssey] Conceiving Level Maps

2010-12-28 Thread Jim Kitchen

Hi Kai,

In my current game Homer is running.  Say I use the variable h for where Homer 
is at.  So if Homer is running I do h = h +1.  So h is getting larger and 
larger as Homer runs.  I then have a series of if questions such as

if h  123 then
start bird
end if
if h  217 then
start chain saw
end if

How ever you also need to know if you have already started the bird or saw, so 
it is more like

if h  123 and d = 0 then
start bird
d = 1
end if

I did a similar thing in Mach 1 tts in that the car was moving forward the 
amount of spaces of the speed of the car and I set up loop areas depending on 
the variable number of the cars place such as

l1:
cp = cp + speed
do straightaway stuff
if cp  3000 then goto l1
l2:
cp = cp + speed
do curve stuff
if cp  5000 then goto l2
l3:
cp = cp + speed
do straightaway stuff
if cp  7000 then goto l3
l4:
cp = cp + speed
do curve stuff
if cp  9000 then goto l4
cp = cp - 9000
goto l1

So that is a very simplified set up of how I did an oval track.

In my live action games I have a timing loop to keep everything from happening 
at once, so once every timing loop is when the h and cp variables get added to 
etc.

I really do not know how that works in BGT.

HTH

BFN

Jim

I like Visual Basic 6.0 because I can not C.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] danger city

2010-12-28 Thread Ben
I wish you all the best of luck

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: 28 December 2010 08:07
To: Gamers Discussion list
Subject: Re: [Audyssey] danger city

Hi Jack,
May I please remind you that I still maintain the rights to Giftanum, Danger

City and Self Destruct and in fact do still offer them as downloads on my 
website.
Whoever thought that Danger City was not displayed on the website, needs to 
take a closer look at the games page. In there there is a link for the 
Danger City page, and in there is the download for the game.
As for finding dc02.exe on the server I don't know how, since I have blocked

access to raw Apache indexes, unless of course you did find it on the 
downloads section.
For those who would like to know I am in the process of rewriting all the 
games I offered into BGT, including Danger City, Self Destruct and Giftanum,

as well as the Savage Gamut and all original X-Sight games.
I know the abandoned games from XLStudios were popular but I ask that you 
please be patient while everything is converted over. The code is rather 
difficult to understand in some games, especially those from XLStudios, so 
it will mean a complete rewrite rather than a few simple find/replace 
operations.
Thanks.
Regards,
Damien.


- Original Message - 
From: Jack F mymonkeyboy2...@gmail.com
To: gamers gamers@audyssey.org
Sent: Sunday, December 26, 2010 6:53 PM
Subject: Re: [Audyssey] danger city


 Hey all,
 I want the danger city beta from xl studeos. I tryed going to the
 homepage but it doesn't exist. Audiogames.net said that dameine was
 hosting it at x-sight, but I only see the savage gamut and self
 destruct and I don't see the top speed cars and tracks page, and the
 acefire comments submition page is not on there anymore. I think this
 is because all that stuff was on Dameine's old sight
 www.x-sight.brandoncole.net and since x-sight-interactive has moved,
 it's a new page that aditions and deletions have been made to the
 sight. I don't even see giftanum on x-sight or even Shane Davidson's
 sight. We all want the games, and since I have the bgt language to
 program my games, I might even be able to finish Danger City and
 further develop giftanum. But that's only if I get a good idea of the
 games, and the language itself. I can only tell you that it might take
 a very long time to finish dc because I'm still trying to get
 comfortable with this new language. Also I have to wait to compile the
 game and release it because the thing is still in beta stage. Thank
 you.
 best regards, Jack

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Re: [Audyssey] An X-Sight Interactive Question

2010-12-28 Thread Shiny protector
What a good song! Give! Us! Proof! Give! Us! Proof! We need proof, 
because we need to know whether Alfredo is telling the trooth, we need 
proof, we need evidence,
So we know whether Alfredo is telling the trooth! Give! Us! Proof! 
Give! Us! Prf!
- Original Message - 
From: Ben gamehead...@aol.co.uk

To: calfr...@aol.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 28, 2010 11:09 AM
Subject: Re: [Audyssey] An X-Sight Interactive Question



Give! Us! Proof!  Give! Us! Proof!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo
Sent: 24 December 2010 11:54
To: Gamers Discussion list
Subject: Re: [Audyssey] An X-Sight Interactive Question

Hello,
I have heard someone playing top Speed three. Not sure how they got it,
though.

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Re: [Audyssey] An X-Sight Interactive Question

2010-12-28 Thread Brandon Misch
lol 

On Dec 28, 2010, at 6:20 AM, Shiny protector wrote:

 What a good song! Give! Us! Proof! Give! Us! Proof! We need proof, 
 because we need to know whether Alfredo is telling the trooth, we need proof, 
 we need evidence,
 So we know whether Alfredo is telling the trooth! Give! Us! Proof! 
 Give! Us! Prf!
 - Original Message - From: Ben gamehead...@aol.co.uk
 To: calfr...@aol.com; 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, December 28, 2010 11:09 AM
 Subject: Re: [Audyssey] An X-Sight Interactive Question
 
 
 Give! Us! Proof!  Give! Us! Proof!
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Alfredo
 Sent: 24 December 2010 11:54
 To: Gamers Discussion list
 Subject: Re: [Audyssey] An X-Sight Interactive Question
 
 Hello,
 I have heard someone playing top Speed three. Not sure how they got it,
 though.
 
 ---
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Re: [Audyssey] BGT / Gamepad support?

2010-12-28 Thread Charles Rivard
Using my previous analogy of the potato chips, Fritos aren't barbecued 
potato chips, and MOTA is not a level in Pipe2 Blast Chamber.  Both of the 
former are snacks, and both of the latter are side scrollers.  But comparing 
them is like comparing apples to oranges.  (grin)


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 27, 2010 4:37 PM
Subject: Re: [Audyssey] BGT / Gamepad support?



Hi Mauricio,

Agreed.  \Before MOTA came out there was nothing like it for the VI
market. Yeah, there were other side-scrollers like Tarzan Junior or
Super Liam, but should MOTA be considered to be just the same game as
them?

Well, of course not.MOTA has, and will have, several features both of
those game lack. Being able to travel up and down is just such a
feature, but there are puzzles etc that neither game has too. I think
we have barely even started to explore this style of game play let
alone reach its full potential.

On 12/27/10, Mauricio Almeida mauricio...@uol.com.br wrote:

people just say that because they lack the knowledge of things, an dthe
whilingness of investigating the game history.



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Re: [Audyssey] BGT / Gamepad support?

2010-12-28 Thread Hayden Presley
Hi,
No...I must correct you. Pipe 2 isn't a Side SCroller; it just has a
sidescrolling level in it. But  the game itself isn't one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, December 28, 2010 8:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT / Gamepad support?

Using my previous analogy of the potato chips, Fritos aren't barbecued 
potato chips, and MOTA is not a level in Pipe2 Blast Chamber.  Both of the 
former are snacks, and both of the latter are side scrollers.  But comparing

them is like comparing apples to oranges.  (grin)

---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 27, 2010 4:37 PM
Subject: Re: [Audyssey] BGT / Gamepad support?


 Hi Mauricio,

 Agreed.  \Before MOTA came out there was nothing like it for the VI
 market. Yeah, there were other side-scrollers like Tarzan Junior or
 Super Liam, but should MOTA be considered to be just the same game as
 them?

 Well, of course not.MOTA has, and will have, several features both of
 those game lack. Being able to travel up and down is just such a
 feature, but there are puzzles etc that neither game has too. I think
 we have barely even started to explore this style of game play let
 alone reach its full potential.

 On 12/27/10, Mauricio Almeida mauricio...@uol.com.br wrote:
 people just say that because they lack the knowledge of things, an dthe
 whilingness of investigating the game history.


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


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Re: [Audyssey] BGT / Gamepad support?

2010-12-28 Thread Bryan Peterson
He knows that. He said MOTA wasn't a level in Pipe 2: Blast Chamber, not 
just Pipe 2: Blast Chamber.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Charles Rivard' woofer...@sbcglobal.net; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Tuesday, December 28, 2010 7:20 AM
Subject: Re: [Audyssey] BGT / Gamepad support?



Hi,
No...I must correct you. Pipe 2 isn't a Side SCroller; it just has a
sidescrolling level in it. But  the game itself isn't one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, December 28, 2010 8:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT / Gamepad support?

Using my previous analogy of the potato chips, Fritos aren't barbecued
potato chips, and MOTA is not a level in Pipe2 Blast Chamber.  Both of the
former are snacks, and both of the latter are side scrollers.  But 
comparing


them is like comparing apples to oranges.  (grin)

---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 27, 2010 4:37 PM
Subject: Re: [Audyssey] BGT / Gamepad support?



Hi Mauricio,

Agreed.  \Before MOTA came out there was nothing like it for the VI
market. Yeah, there were other side-scrollers like Tarzan Junior or
Super Liam, but should MOTA be considered to be just the same game as
them?

Well, of course not.MOTA has, and will have, several features both of
those game lack. Being able to travel up and down is just such a
feature, but there are puzzles etc that neither game has too. I think
we have barely even started to explore this style of game play let
alone reach its full potential.

On 12/27/10, Mauricio Almeida mauricio...@uol.com.br wrote:

people just say that because they lack the knowledge of things, an dthe
whilingness of investigating the game history.



---
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Re: [Audyssey] Conceiving Level Maps

2010-12-28 Thread Kai

Greetings Thom and Jim.

Thank you for your responses to this subject.
Thom: I do remember the in-depth discussion you,Kara, and crew were having 
about levels, vectors, and all that mind-boggling stuff. Most of it went 
right over my head however, as I'm horrible with math in all its forms.
I guess my difficulty is in grasping spatial considerations. for example, in 
the game I'm envisioning, the player travels down a north/south corridor 
nine sectors wide. Assuming he stays in the center at sector 5 and walks 
down the corridor, once he encounters an obstacle (chasm, boulder, wall, 
etc), the obstacle may be at its widest point at that sector (in the example 
involving a chasm, therefore, that'd be where the chasm is widest across). 
In games where all obstacles are the same dimension (like Super Liam), 
there's no problem. But what if I want to make the obstacle taper off or 
have smaller points? (Perhaps a ledge that extends out into the chasm,, for 
instance.) Even in a two-dimensional environment, the implications of such 
calculations slightly baffles me. I understand the principle (make the array 
different at one or more coordinates), it's the actual perception of it in 
my head that throws me for a loop.
and let us not even talk about adding a Z axis to such a game, wherein jumps 
and scalable obstacles can change the player's vertical position.


Obviously, such a game of this magnitude is by no means going to be my first 
venture, but I would still like to comprehend the idea before I even attempt 
to make a foray into this region.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 27, 2010 7:16 PM
Subject: Re: [Audyssey] Conceiving Level Maps



Hi Kai,

Smile. Interesting enough you might recall Cara, Willem, and I were
discussing this at length almost a month back. There are different
ways of doing this. Which way you choose probably depends on how good
your math sskills are.

Most professional game developers use bounding boxes to mathematically
calculate when and where two objects meet in 3d space. This is
obviously more accurate, but requires some skill with trig and
geometry to pull off correctly.

Fortunately, there is a less complicated way that I use to draw 2d and
3d maps. I simply use a 2d or 3d array and fill it with predefined
objects like a wall, door, spikes, fire, etc and then save it to a map
file. This works quite whell for me, and the method I have chosen for
the G3D engine.

As for saving map files I'm not sure how you would do it with
something lilike BGT, but with G3D it is very straight foward and
easy. Essentially, what I did is created a global world object, which
contains the map array, and I fill it with objects like walls, doors,
the floor, ceiling, etc. I then serialize that world object, and write
it out to a *.map file. When I load a new level all the G3D engine
needs to do is load that *.map file into memory and we are off. Make
sense?

Cheers!


On 12/27/10, Kai kaixi...@sbcglobal.net wrote:

Greetings list.

I've a question for you game developers who've made games involving 
mapped
out levels. the short of it: How do you do it? Is your map just an array 
of

coordinates with conditional statements that place obstacles at certain
points? Or, for games  that have levels stored in files, how does that 
work?


I'll admit that in this area, I'm a complete newbie, and therefore don't
really understand how to conceptualize it in my head.

I'm trying to plan out a game, and the prospect of having to design a 
level

map hurts my head.

Kai


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[Audyssey] BGT Licensing

2010-12-28 Thread Kai

Greetings List.

a while back, Philip posted an email stating the provisions of the various 
BGT licenses. Perhaps I'm just dense, but I cannot manage to find this 
information anywhere on the Blastbay Studios website. I want to know, for 
example, what the pro single edition gives you that the light version does 
not, or what the unlimited edition gives you over the pro single version, 
etc. Most of that is easily deduced, of course, but I much prefer to see the 
writing and understand the verbatim limitations of each license.


Coincidentally, I'm also curious as to how BGT handles sound effects. Does 
it bind the Streamway library into your BGT projects and thus use that 
resource? From what I remember, Streamway was purportedly a commercial 
library, though I may be mistaken in my recollection on this matter.
Relevance? How does the BGT license effect the status of Streamway, if it is 
indeed a bundled resource?


Does anyone happen to know where this information is available?

Thanks for your help in advance,
Kai


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Re: [Audyssey] BGT Licensing

2010-12-28 Thread Thomas Ward
Hi Kai,

Yes, Streemway is bundled into BGT by default. So in terms of using it
licensing is included in your BGT license. I'm not sure on this, but
I'd assume though if you wanted to use Streemway separately, I.E. in a
C/C++ project instead of BGT, that would require a separate license.
For further details though you'll have to get it from the horse's
mouth since Philip designed both Streemway and BGT.

HTH



On 12/28/10, Kai kaixi...@sbcglobal.net wrote:
 Greetings List.

 a while back, Philip posted an email stating the provisions of the various
 BGT licenses. Perhaps I'm just dense, but I cannot manage to find this
 information anywhere on the Blastbay Studios website. I want to know, for
 example, what the pro single edition gives you that the light version does
 not, or what the unlimited edition gives you over the pro single version,
 etc. Most of that is easily deduced, of course, but I much prefer to see the
 writing and understand the verbatim limitations of each license.

 Coincidentally, I'm also curious as to how BGT handles sound effects. Does
 it bind the Streamway library into your BGT projects and thus use that
 resource? From what I remember, Streamway was purportedly a commercial
 library, though I may be mistaken in my recollection on this matter.
 Relevance? How does the BGT license effect the status of Streamway, if it is
 indeed a bundled resource?

 Does anyone happen to know where this information is available?

 Thanks for your help in advance,
 Kai


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Re: [Audyssey] BGT Licensing

2010-12-28 Thread Philip Bennefall

Hello Kai,

Here is an extract from the BGT lisence agreement:

7. FURTHER RESTRICTIONS OF END-USER:
This software product, being available in three versions, imposes the 
following restrictions with respect to same:
A. Evaluation Version: All creations of end-user shall be solely kept in the 
possession of the creator, except as permitted by the terms of this 
agreement, or with express written permission of the developer and copyright 
holder. Blastbay Studios grants the user of the evaluation version the right 
to freely distribute created content in non-compiled BGT source code form. 
Any other distribution is subject to written permission of the developer and 
copyright holder.
B. Lite Version: All creations by the user may be freely distributed by the 
creator, but may not be in any way registered or licensed to others 
commercially. Any attempt to do so is in direct violation of this user 
agreement, and is subject to immediate termination of same.
C. Professional Single Version: One single creation by the end user may be 
freely distributed, without restrictions as to licensing, both freely and 
commercially, and any and all licensing of this one creation is at the sole 
discretion of the creator. The rights granted for the lite version also 
apply to this version, allowing the creator to distribute an unlimited 
number of non-commercial titles in addition to the one commercial title (see 
above).
D. Professional Unlimited Version: All creations by the end user may be 
freely distributed, without restrictions as to licensing, both freely and 
commercially, and any and all licensing of creations is at the sole 
discretion of the creator.


I hope this clears things up a bit. I'll be sure to put this information 
more visibly on the website as well. As for Streemway this is indeed a 
commercial library, which I own. When you buy the BGT lisence you get 
Streemway bundled with it, however only as part of BGT. If you want it as a 
separate dll, as Thomas mentioned, that will be a different lisence 
entirely. Streemway has also been wrapped and simplified considerably inside 
BGT.


Kind regards,

Philip Bennefall
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 5:26 PM
Subject: [Audyssey] BGT Licensing


Greetings List.

a while back, Philip posted an email stating the provisions of the various
BGT licenses. Perhaps I'm just dense, but I cannot manage to find this
information anywhere on the Blastbay Studios website. I want to know, for
example, what the pro single edition gives you that the light version does
not, or what the unlimited edition gives you over the pro single version,
etc. Most of that is easily deduced, of course, but I much prefer to see the
writing and understand the verbatim limitations of each license.

Coincidentally, I'm also curious as to how BGT handles sound effects. Does
it bind the Streamway library into your BGT projects and thus use that
resource? From what I remember, Streamway was purportedly a commercial
library, though I may be mistaken in my recollection on this matter.
Relevance? How does the BGT license effect the status of Streamway, if it is
indeed a bundled resource?

Does anyone happen to know where this information is available?

Thanks for your help in advance,
Kai


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Re: [Audyssey] BGT Licensing

2010-12-28 Thread Kai

Greetings Thom and Philip.

Thank you both for the timely and informative responses. I really am looking 
forward to the 1.0 release of this development package. A lot of us have 
visions, but lack the aptitude to learn complicated programming languages. 
And while BGT won't exactly be a walk in the park, it will simplify a 
multitude of facets about game development.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 9:04 AM
Subject: Re: [Audyssey] BGT Licensing



Hello Kai,

Here is an extract from the BGT lisence agreement:

7. FURTHER RESTRICTIONS OF END-USER:
This software product, being available in three versions, imposes the 
following restrictions with respect to same:
A. Evaluation Version: All creations of end-user shall be solely kept in 
the possession of the creator, except as permitted by the terms of this 
agreement, or with express written permission of the developer and 
copyright holder. Blastbay Studios grants the user of the evaluation 
version the right to freely distribute created content in non-compiled BGT 
source code form. Any other distribution is subject to written permission 
of the developer and copyright holder.
B. Lite Version: All creations by the user may be freely distributed by 
the creator, but may not be in any way registered or licensed to others 
commercially. Any attempt to do so is in direct violation of this user 
agreement, and is subject to immediate termination of same.
C. Professional Single Version: One single creation by the end user may be 
freely distributed, without restrictions as to licensing, both freely and 
commercially, and any and all licensing of this one creation is at the 
sole discretion of the creator. The rights granted for the lite version 
also apply to this version, allowing the creator to distribute an 
unlimited number of non-commercial titles in addition to the one 
commercial title (see above).
D. Professional Unlimited Version: All creations by the end user may be 
freely distributed, without restrictions as to licensing, both freely and 
commercially, and any and all licensing of creations is at the sole 
discretion of the creator.


I hope this clears things up a bit. I'll be sure to put this information 
more visibly on the website as well. As for Streemway this is indeed a 
commercial library, which I own. When you buy the BGT lisence you get 
Streemway bundled with it, however only as part of BGT. If you want it as 
a separate dll, as Thomas mentioned, that will be a different lisence 
entirely. Streemway has also been wrapped and simplified considerably 
inside BGT.


Kind regards,

Philip Bennefall
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 5:26 PM
Subject: [Audyssey] BGT Licensing


Greetings List.

a while back, Philip posted an email stating the provisions of the various
BGT licenses. Perhaps I'm just dense, but I cannot manage to find this
information anywhere on the Blastbay Studios website. I want to know, for
example, what the pro single edition gives you that the light version does
not, or what the unlimited edition gives you over the pro single version,
etc. Most of that is easily deduced, of course, but I much prefer to see 
the

writing and understand the verbatim limitations of each license.

Coincidentally, I'm also curious as to how BGT handles sound effects. Does
it bind the Streamway library into your BGT projects and thus use that
resource? From what I remember, Streamway was purportedly a commercial
library, though I may be mistaken in my recollection on this matter.
Relevance? How does the BGT license effect the status of Streamway, if it 
is

indeed a bundled resource?

Does anyone happen to know where this information is available?

Thanks for your help in advance,
Kai


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Re: [Audyssey] Conceiving Level Maps

2010-12-28 Thread Thomas Ward
Hi Kai,

Well, to help me draw level maps I actually created a level editor
that allows me to copy, cut, and paste things like walls, doors,
chasms, etc on a 2d or 3d grid. However, even without it it is not
that hard to actually draw or create a level such as you describe. To
create a room for a side-scroller all I need to do is something like
this.

// Draw the ceiling
for (x = 0; x  51; x++)
g_map[x, 10] = SURFACE_CEILING;

// Draw the floor
for (x = 0; x  25; x++)
g_map[x, 0] = SURFACE_STONE;
for (x = 36; x  51; x++)
g_map[x, 0] = SURFACE_STONE;

// Draw the chasm
for (x = 25; x  36; x++)
g_map[x, 0] = SURFACE_CHASM;

// Draw the left wall
for (y = 1; y  10; y++)
g_map[0, y] = SURFACE_WALL;

// Draw the right wall
for (y = 1; y  10; y++)
g_map[50, y] = SURFACE_WALL;

What we have here is a simple room 50 units wide and 10 units high. We
essentually created it by using surface constants and stored them in a
2d array. To figure out if we encountered anything all we need to do
is find out if the player's next x/y position will step into a chasm
or encounter one of the walls. Since my engine, G3D, actually deals
with a 3d array with an x/y/z position I have a set of trig formulas
to calculate the vector and figure out where the player's next x/y/z
position will be. However, since we are dealing with a simple
side-scroller we probably don't need anything that fancy. We can get
by just by adding or subtracting the player's velocity to or from x
and y. For example, here is some really really simplistic colision
checking. This isn't exactly the best collision detection method, but
it should work for a newbie like your self.

// Get the player's x/y coordinates
float speed = g_player.GetSpeed();
float x1 = g_player.GetX();
float y1 = g_player.GetY();
float x2 = 0;
float y2 = 0;


// If the player is moving left
// subtract the player's sspeed from x1
if (g_player.GetDirection() == -90)
{
x2 = x1 - speed;
y2 = y1 - 1;
}


// If the player is moving right
// add the player's speed to x1
if (g_player.GetDirection() == 90)
{
x2 = x1 + speed;
y2 = y1 - 1;
}

// Get the player's surface
int surface = g_map[(int)x2, (int)y2];


// Find out if the player encountered anything
int encountered = g_map[(int)x2, (int)y1];

// If the player stepped into a chasm kill the player
if (surface == SURFACE_CHASM)
{
KillPlayer();
}

// If the player hit a wall
// stop moving
if (encountered == SURFACE_WALL)
{
HitWall();
}

// Move forward
if (encountered != SURFACE_NOTHING  surface!= SURFACE_CHASM)
{
g_player.SetLocation(x2, y1);
PlayStepSound();
}

What we have here is a very simplistic colision detection system. It
basically tries to determine where the player will be when he/she
takes their next step and figures out if he/she hit a wall, fell into
a chasm, or moved safely to the new location. Does this make sense?

So if I wanted to add ledges etc to this room above all I'd have to do
Is draw them in by adding them to the array wherever I wanted them. I
might draw one in the middle of the chasm to jump/land on so the
player doesn't have to try the suicidal feet of jumping the entire
length of this chasm, or I could add ledges to either side. It really
is not that complex to create a level in this fassion.

HTH


On 12/28/10, Kai kaixi...@sbcglobal.net wrote:
 Greetings Thom and Jim.

 Thank you for your responses to this subject.
 Thom: I do remember the in-depth discussion you,Kara, and crew were having
 about levels, vectors, and all that mind-boggling stuff. Most of it went
 right over my head however, as I'm horrible with math in all its forms.
 I guess my difficulty is in grasping spatial considerations. for example, in
 the game I'm envisioning, the player travels down a north/south corridor
 nine sectors wide. Assuming he stays in the center at sector 5 and walks
 down the corridor, once he encounters an obstacle (chasm, boulder, wall,
 etc), the obstacle may be at its widest point at that sector (in the example
 involving a chasm, therefore, that'd be where the chasm is widest across).
 In games where all obstacles are the same dimension (like Super Liam),
 there's no problem. But what if I want to make the obstacle taper off or
 have smaller points? (Perhaps a ledge that extends out into the chasm,, for
 instance.) Even in a two-dimensional environment, the implications of such
 calculations slightly baffles me. I understand the principle (make the array
 different at one or more coordinates), it's the actual perception of it in
 my head that throws me for a loop.
 and let us not even talk about adding a Z axis to such a game, wherein jumps
 and scalable obstacles can change the player's vertical position.

 Obviously, such a game of this magnitude is by no means going to be my first
 venture, but I would still like to comprehend the idea before I even attempt
 to make a foray into this 

Re: [Audyssey] Help with finding a possible mailing list

2010-12-28 Thread Thomas Ward
Hi Lori,

Hmmm...I think you have Dark and I confused with Zeus. Neither of us
can cast thunderbolts unless Dark, Luke, is truly the son of a dark
Jedi. That's something still to be determined.

I am not going to moderate you since this is a health issue, but you
really should ask a list moderator before just posting something like
this to the list. I'm sorry about your condition, and it sounds like a
pretty crappy situation. Pun definitely intended. Smile.

Anyway, I'm sure searching something like googlegroups.com or
yahoogroups.com would turn up various results on your medical
condition. I.B.S. is quite common, and I know there are lots of help
groups and websites out there, but don't know of any specifically for
the blind. To be honest I'm not sure why you need one specifically for
the blind since I.B.S. is a mainstream medical condition and is not
limited to the blind.


For now though let's take this off list. If anyone wants to respond to
your questions I'd appreciate it if it is off list from now on so we
don't break the guidelines any further by discussing this off topic
thread on the list.

Cheers!

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Re: [Audyssey] re bgt registration

2010-12-28 Thread Thomas Ward
Ouch! If I were your computers I'd tremble in absolute terror. You
sound like a sadist when it comes to blowing up computer hardware.
Lol!


On 12/22/10, Josh Kennedy jkenn...@gmail.com wrote:
 Hi

 Ok. The computers will have an extra processor or bit of software that
 will scan the binary for tampering. The computer records the date and
 time the original binary was downloaded. If it detects tampering the
 computer releases an acid canestor which destroys all major components
 plus the hard drive making the whole thing unuseable.
 Josh

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Re: [Audyssey] re bgt registration

2010-12-28 Thread Thomas Ward
Hi,

Oh, I think you are stretching things a bit. It wouldn't take that
much CPU power to run that type of security. For example, Microsoft
Sapi is not just speech output but can be used for speech recognition
too. Sapi 5.4, which comes with Windows 7, is actually pretty good for
speech recognition and dictation. I don't see why it couldn't be
included into a Windows application to add voice print security since
in order to setup Sapi 5.4 for dictation you have to train it to get
good recognition accuracy.

Anyway, I guess what I'm saying is that Sapi 5.4 doesn't use up that
much system resources to do dictation. I've ran it successfully with
Jaws or Window-Eyes in the background. Why would voice print security
be any different?

As for the other stuff like finger print identification it would only
be needed to unlock the program etc. That would only be a few seconds.
It isn't something that would be constantly running in the background.
So again not exactly a huge hit to your CPU power.

Cheers!



On 12/22/10, shaun everiss sm.ever...@gmail.com wrote:
 I like the voice print idea, the dna scanner in the finger print and
 the eye scanner sound good.
 But I wouldn't like my stuff recorded and I'd like a fallback on that
 maybe an emergency access or something?
 ofcause guys any thought on how much that would take to write?
 and all the power any idea how much processer power that stuff would use?
 Ok I guess the latest i series intels could handle it but the rest of
 us would use about 500% of our cpus to be secure.

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Re: [Audyssey] BGT Licensing

2010-12-28 Thread Bryan Peterson
Well the shhort version is that the Light version of course means as many 
free titles as you want. The Single-license means you can make and sell one 
commercial title. One title, but as many copies of said title as you want or 
are able to sell. Of course that also still means as many freebies as you 
want as well. The unlimited license is just that. You can make and sell as 
many commercial games as your heart desires and you're able to sell. And if 
you're lucky the proceeds from the one commercial title you make with the 
single-license should go a good way towards covering the cost of the 
unlimited license if you decide you want to take that step. That's my 
ultimate goal.

We are the Knights who say...Ni!
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 9:26 AM
Subject: [Audyssey] BGT Licensing



Greetings List.

a while back, Philip posted an email stating the provisions of the various 
BGT licenses. Perhaps I'm just dense, but I cannot manage to find this 
information anywhere on the Blastbay Studios website. I want to know, for 
example, what the pro single edition gives you that the light version does 
not, or what the unlimited edition gives you over the pro single version, 
etc. Most of that is easily deduced, of course, but I much prefer to see 
the writing and understand the verbatim limitations of each license.


Coincidentally, I'm also curious as to how BGT handles sound effects. Does 
it bind the Streamway library into your BGT projects and thus use that 
resource? From what I remember, Streamway was purportedly a commercial 
library, though I may be mistaken in my recollection on this matter.
Relevance? How does the BGT license effect the status of Streamway, if it 
is indeed a bundled resource?


Does anyone happen to know where this information is available?

Thanks for your help in advance,
Kai


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Re: [Audyssey] BGT Licensing

2010-12-28 Thread Bryan Peterson
Exactly. I myself am hoping to get my wife in on this. She's sighted but has 
a great fascination with our world and our games in particular.

We are the Knights who say...Ni!
- Original Message - 
From: Kai kaixi...@sbcglobal.net
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, December 28, 2010 10:32 AM
Subject: Re: [Audyssey] BGT Licensing



Greetings Thom and Philip.

Thank you both for the timely and informative responses. I really am 
looking forward to the 1.0 release of this development package. A lot of 
us have visions, but lack the aptitude to learn complicated programming 
languages. And while BGT won't exactly be a walk in the park, it will 
simplify a multitude of facets about game development.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 9:04 AM
Subject: Re: [Audyssey] BGT Licensing



Hello Kai,

Here is an extract from the BGT lisence agreement:

7. FURTHER RESTRICTIONS OF END-USER:
This software product, being available in three versions, imposes the 
following restrictions with respect to same:
A. Evaluation Version: All creations of end-user shall be solely kept in 
the possession of the creator, except as permitted by the terms of this 
agreement, or with express written permission of the developer and 
copyright holder. Blastbay Studios grants the user of the evaluation 
version the right to freely distribute created content in non-compiled 
BGT source code form. Any other distribution is subject to written 
permission of the developer and copyright holder.
B. Lite Version: All creations by the user may be freely distributed by 
the creator, but may not be in any way registered or licensed to others 
commercially. Any attempt to do so is in direct violation of this user 
agreement, and is subject to immediate termination of same.
C. Professional Single Version: One single creation by the end user may 
be freely distributed, without restrictions as to licensing, both freely 
and commercially, and any and all licensing of this one creation is at 
the sole discretion of the creator. The rights granted for the lite 
version also apply to this version, allowing the creator to distribute an 
unlimited number of non-commercial titles in addition to the one 
commercial title (see above).
D. Professional Unlimited Version: All creations by the end user may be 
freely distributed, without restrictions as to licensing, both freely and 
commercially, and any and all licensing of creations is at the sole 
discretion of the creator.


I hope this clears things up a bit. I'll be sure to put this information 
more visibly on the website as well. As for Streemway this is indeed a 
commercial library, which I own. When you buy the BGT lisence you get 
Streemway bundled with it, however only as part of BGT. If you want it as 
a separate dll, as Thomas mentioned, that will be a different lisence 
entirely. Streemway has also been wrapped and simplified considerably 
inside BGT.


Kind regards,

Philip Bennefall
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 5:26 PM
Subject: [Audyssey] BGT Licensing


Greetings List.

a while back, Philip posted an email stating the provisions of the 
various

BGT licenses. Perhaps I'm just dense, but I cannot manage to find this
information anywhere on the Blastbay Studios website. I want to know, for
example, what the pro single edition gives you that the light version 
does

not, or what the unlimited edition gives you over the pro single version,
etc. Most of that is easily deduced, of course, but I much prefer to see 
the

writing and understand the verbatim limitations of each license.

Coincidentally, I'm also curious as to how BGT handles sound effects. 
Does

it bind the Streamway library into your BGT projects and thus use that
resource? From what I remember, Streamway was purportedly a commercial
library, though I may be mistaken in my recollection on this matter.
Relevance? How does the BGT license effect the status of Streamway, if it 
is

indeed a bundled resource?

Does anyone happen to know where this information is available?

Thanks for your help in advance,
Kai


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You can make 

Re: [Audyssey] BGT Licensing

2010-12-28 Thread Liam Erven
You just summed up BGT perfectly.  I wish more people would pay attention.
It's not a stroll in the park, but can really help develop some great
products.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Tuesday, December 28, 2010 11:32 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] BGT Licensing

Greetings Thom and Philip.

Thank you both for the timely and informative responses. I really am looking
forward to the 1.0 release of this development package. A lot of us have
visions, but lack the aptitude to learn complicated programming languages. 
And while BGT won't exactly be a walk in the park, it will simplify a
multitude of facets about game development.

Kai

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 9:04 AM
Subject: Re: [Audyssey] BGT Licensing


 Hello Kai,

 Here is an extract from the BGT lisence agreement:

 7. FURTHER RESTRICTIONS OF END-USER:
 This software product, being available in three versions, imposes the 
 following restrictions with respect to same:
 A. Evaluation Version: All creations of end-user shall be solely kept in 
 the possession of the creator, except as permitted by the terms of this 
 agreement, or with express written permission of the developer and 
 copyright holder. Blastbay Studios grants the user of the evaluation 
 version the right to freely distribute created content in non-compiled BGT

 source code form. Any other distribution is subject to written permission 
 of the developer and copyright holder.
 B. Lite Version: All creations by the user may be freely distributed by 
 the creator, but may not be in any way registered or licensed to others 
 commercially. Any attempt to do so is in direct violation of this user 
 agreement, and is subject to immediate termination of same.
 C. Professional Single Version: One single creation by the end user may be

 freely distributed, without restrictions as to licensing, both freely and 
 commercially, and any and all licensing of this one creation is at the 
 sole discretion of the creator. The rights granted for the lite version 
 also apply to this version, allowing the creator to distribute an 
 unlimited number of non-commercial titles in addition to the one 
 commercial title (see above).
 D. Professional Unlimited Version: All creations by the end user may be 
 freely distributed, without restrictions as to licensing, both freely and 
 commercially, and any and all licensing of creations is at the sole 
 discretion of the creator.

 I hope this clears things up a bit. I'll be sure to put this information 
 more visibly on the website as well. As for Streemway this is indeed a 
 commercial library, which I own. When you buy the BGT lisence you get 
 Streemway bundled with it, however only as part of BGT. If you want it as 
 a separate dll, as Thomas mentioned, that will be a different lisence 
 entirely. Streemway has also been wrapped and simplified considerably 
 inside BGT.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Kai kaixi...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, December 28, 2010 5:26 PM
 Subject: [Audyssey] BGT Licensing


 Greetings List.

 a while back, Philip posted an email stating the provisions of the various
 BGT licenses. Perhaps I'm just dense, but I cannot manage to find this
 information anywhere on the Blastbay Studios website. I want to know, for
 example, what the pro single edition gives you that the light version does
 not, or what the unlimited edition gives you over the pro single version,
 etc. Most of that is easily deduced, of course, but I much prefer to see 
 the
 writing and understand the verbatim limitations of each license.

 Coincidentally, I'm also curious as to how BGT handles sound effects. Does
 it bind the Streamway library into your BGT projects and thus use that
 resource? From what I remember, Streamway was purportedly a commercial
 library, though I may be mistaken in my recollection on this matter.
 Relevance? How does the BGT license effect the status of Streamway, if it 
 is
 indeed a bundled resource?

 Does anyone happen to know where this information is available?

 Thanks for your help in advance,
 Kai


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

[Audyssey] Miriani

2010-12-28 Thread Mike Maslo
Is there someone who has the sound pack for Miriani? If so can you please
send it to me via drop box or send space please?

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Re: [Audyssey] BGT Licensing

2010-12-28 Thread Phil Vlasak

Games we'd like to play.
A stroll in the park.
Inspired by Liam, in this game you enter the park, and  stroll through until 
you reach the other gate.

You hear birds, crickets, flies and bees.
Occasionally a loose dog runs by.
There is nothing to hunt for, nothing to shoot and no monsters to kill.
Unless,
you,
step,
on,
the,
Killer Bee hive!
And they swarm up and kill you!
he, he, hee!
smiles,
Phil



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 28, 2010 3:16 PM
Subject: Re: [Audyssey] BGT Licensing



You just summed up BGT perfectly.  I wish more people would pay attention.
It's not a stroll in the park, but can really help develop some great
products.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Tuesday, December 28, 2010 11:32 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] BGT Licensing

Greetings Thom and Philip.

Thank you both for the timely and informative responses. I really am 
looking

forward to the 1.0 release of this development package. A lot of us have
visions, but lack the aptitude to learn complicated programming languages.
And while BGT won't exactly be a walk in the park, it will simplify a
multitude of facets about game development.

Kai

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 9:04 AM
Subject: Re: [Audyssey] BGT Licensing



Hello Kai,

Here is an extract from the BGT lisence agreement:

7. FURTHER RESTRICTIONS OF END-USER:
This software product, being available in three versions, imposes the
following restrictions with respect to same:
A. Evaluation Version: All creations of end-user shall be solely kept in
the possession of the creator, except as permitted by the terms of this
agreement, or with express written permission of the developer and
copyright holder. Blastbay Studios grants the user of the evaluation
version the right to freely distribute created content in non-compiled 
BGT



source code form. Any other distribution is subject to written permission
of the developer and copyright holder.
B. Lite Version: All creations by the user may be freely distributed by
the creator, but may not be in any way registered or licensed to others
commercially. Any attempt to do so is in direct violation of this user
agreement, and is subject to immediate termination of same.
C. Professional Single Version: One single creation by the end user may 
be



freely distributed, without restrictions as to licensing, both freely and
commercially, and any and all licensing of this one creation is at the
sole discretion of the creator. The rights granted for the lite version
also apply to this version, allowing the creator to distribute an
unlimited number of non-commercial titles in addition to the one
commercial title (see above).
D. Professional Unlimited Version: All creations by the end user may be
freely distributed, without restrictions as to licensing, both freely and
commercially, and any and all licensing of creations is at the sole
discretion of the creator.

I hope this clears things up a bit. I'll be sure to put this information
more visibly on the website as well. As for Streemway this is indeed a
commercial library, which I own. When you buy the BGT lisence you get
Streemway bundled with it, however only as part of BGT. If you want it as
a separate dll, as Thomas mentioned, that will be a different lisence
entirely. Streemway has also been wrapped and simplified considerably
inside BGT.

Kind regards,

Philip Bennefall
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 5:26 PM
Subject: [Audyssey] BGT Licensing


Greetings List.

a while back, Philip posted an email stating the provisions of the 
various

BGT licenses. Perhaps I'm just dense, but I cannot manage to find this
information anywhere on the Blastbay Studios website. I want to know, for
example, what the pro single edition gives you that the light version 
does

not, or what the unlimited edition gives you over the pro single version,
etc. Most of that is easily deduced, of course, but I much prefer to see
the
writing and understand the verbatim limitations of each license.

Coincidentally, I'm also curious as to how BGT handles sound effects. 
Does

it bind the Streamway library into your BGT projects and thus use that
resource? From what I remember, Streamway was purportedly a commercial
library, though I may be mistaken in my recollection on this matter.
Relevance? How does the BGT license effect the status of Streamway, if it
is
indeed a bundled resource?

Does anyone happen to know where this information is available?

Thanks for your help in advance,
Kai


---
Gamers mailing list __ Gamers@audyssey.org
If you want to 

Re: [Audyssey] BGT Licensing

2010-12-28 Thread Lori Duncan

Is that a actual game
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 11:20 PM
Subject: Re: [Audyssey] BGT Licensing



Games we'd like to play.
A stroll in the park.
Inspired by Liam, in this game you enter the park, and  stroll through 
until you reach the other gate.

You hear birds, crickets, flies and bees.
Occasionally a loose dog runs by.
There is nothing to hunt for, nothing to shoot and no monsters to kill.
Unless,
you,
step,
on,
the,
Killer Bee hive!
And they swarm up and kill you!
he, he, hee!
smiles,
Phil



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 28, 2010 3:16 PM
Subject: Re: [Audyssey] BGT Licensing


You just summed up BGT perfectly.  I wish more people would pay 
attention.

It's not a stroll in the park, but can really help develop some great
products.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Tuesday, December 28, 2010 11:32 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] BGT Licensing

Greetings Thom and Philip.

Thank you both for the timely and informative responses. I really am 
looking

forward to the 1.0 release of this development package. A lot of us have
visions, but lack the aptitude to learn complicated programming 
languages.

And while BGT won't exactly be a walk in the park, it will simplify a
multitude of facets about game development.

Kai

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 9:04 AM
Subject: Re: [Audyssey] BGT Licensing



Hello Kai,

Here is an extract from the BGT lisence agreement:

7. FURTHER RESTRICTIONS OF END-USER:
This software product, being available in three versions, imposes the
following restrictions with respect to same:
A. Evaluation Version: All creations of end-user shall be solely kept in
the possession of the creator, except as permitted by the terms of this
agreement, or with express written permission of the developer and
copyright holder. Blastbay Studios grants the user of the evaluation
version the right to freely distribute created content in non-compiled 
BGT


source code form. Any other distribution is subject to written 
permission

of the developer and copyright holder.
B. Lite Version: All creations by the user may be freely distributed by
the creator, but may not be in any way registered or licensed to others
commercially. Any attempt to do so is in direct violation of this user
agreement, and is subject to immediate termination of same.
C. Professional Single Version: One single creation by the end user may 
be


freely distributed, without restrictions as to licensing, both freely 
and

commercially, and any and all licensing of this one creation is at the
sole discretion of the creator. The rights granted for the lite version
also apply to this version, allowing the creator to distribute an
unlimited number of non-commercial titles in addition to the one
commercial title (see above).
D. Professional Unlimited Version: All creations by the end user may be
freely distributed, without restrictions as to licensing, both freely 
and

commercially, and any and all licensing of creations is at the sole
discretion of the creator.

I hope this clears things up a bit. I'll be sure to put this information
more visibly on the website as well. As for Streemway this is indeed a
commercial library, which I own. When you buy the BGT lisence you get
Streemway bundled with it, however only as part of BGT. If you want it 
as

a separate dll, as Thomas mentioned, that will be a different lisence
entirely. Streemway has also been wrapped and simplified considerably
inside BGT.

Kind regards,

Philip Bennefall
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 5:26 PM
Subject: [Audyssey] BGT Licensing


Greetings List.

a while back, Philip posted an email stating the provisions of the 
various

BGT licenses. Perhaps I'm just dense, but I cannot manage to find this
information anywhere on the Blastbay Studios website. I want to know, 
for
example, what the pro single edition gives you that the light version 
does
not, or what the unlimited edition gives you over the pro single 
version,

etc. Most of that is easily deduced, of course, but I much prefer to see
the
writing and understand the verbatim limitations of each license.

Coincidentally, I'm also curious as to how BGT handles sound effects. 
Does

it bind the Streamway library into your BGT projects and thus use that
resource? From what I remember, Streamway was purportedly a commercial
library, though I may be mistaken in my recollection on this matter.
Relevance? How does the BGT license effect 

Re: [Audyssey] BGT / Gamepad support?

2010-12-28 Thread Hayden Presley
Hi,
Yeah...that was already cleared up.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Tuesday, December 28, 2010 8:52 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT / Gamepad support?

He knows that. He said MOTA wasn't a level in Pipe 2: Blast Chamber, not 
just Pipe 2: Blast Chamber.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Charles Rivard' woofer...@sbcglobal.net; 'Gamers Discussion list'

gamers@audyssey.org
Sent: Tuesday, December 28, 2010 7:20 AM
Subject: Re: [Audyssey] BGT / Gamepad support?


 Hi,
 No...I must correct you. Pipe 2 isn't a Side SCroller; it just has a
 sidescrolling level in it. But  the game itself isn't one.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Charles Rivard
 Sent: Tuesday, December 28, 2010 8:06 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] BGT / Gamepad support?

 Using my previous analogy of the potato chips, Fritos aren't barbecued
 potato chips, and MOTA is not a level in Pipe2 Blast Chamber.  Both of the
 former are snacks, and both of the latter are side scrollers.  But 
 comparing

 them is like comparing apples to oranges.  (grin)

 ---
 Shepherds are the best beasts!
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 27, 2010 4:37 PM
 Subject: Re: [Audyssey] BGT / Gamepad support?


 Hi Mauricio,

 Agreed.  \Before MOTA came out there was nothing like it for the VI
 market. Yeah, there were other side-scrollers like Tarzan Junior or
 Super Liam, but should MOTA be considered to be just the same game as
 them?

 Well, of course not.MOTA has, and will have, several features both of
 those game lack. Being able to travel up and down is just such a
 feature, but there are puzzles etc that neither game has too. I think
 we have barely even started to explore this style of game play let
 alone reach its full potential.

 On 12/27/10, Mauricio Almeida mauricio...@uol.com.br wrote:
 people just say that because they lack the knowledge of things, an dthe
 whilingness of investigating the game history.


 ---
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[Audyssey] A stroll in the park. was BGT Licensing

2010-12-28 Thread Phil Vlasak

Hi Lori,
No as it is a game we'd like to play.
But it could be easily created.

- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 7:04 PM
Subject: Re: [Audyssey] BGT Licensing



Is that a actual game
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 11:20 PM
Subject: Re: [Audyssey] BGT Licensing



Games we'd like to play.
A stroll in the park.
Inspired by Liam, in this game you enter the park, and  stroll through 
until you reach the other gate.

You hear birds, crickets, flies and bees.
Occasionally a loose dog runs by.
There is nothing to hunt for, nothing to shoot and no monsters to kill.
Unless,
you,
step,
on,
the,
Killer Bee hive!
And they swarm up and kill you!
he, he, hee!
smiles,
Phil



- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 28, 2010 3:16 PM
Subject: Re: [Audyssey] BGT Licensing


You just summed up BGT perfectly.  I wish more people would pay 
attention.

It's not a stroll in the park, but can really help develop some great
products.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Kai
Sent: Tuesday, December 28, 2010 11:32 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] BGT Licensing

Greetings Thom and Philip.

Thank you both for the timely and informative responses. I really am 
looking

forward to the 1.0 release of this development package. A lot of us have
visions, but lack the aptitude to learn complicated programming 
languages.

And while BGT won't exactly be a walk in the park, it will simplify a
multitude of facets about game development.

Kai

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 9:04 AM
Subject: Re: [Audyssey] BGT Licensing



Hello Kai,

Here is an extract from the BGT lisence agreement:

7. FURTHER RESTRICTIONS OF END-USER:
This software product, being available in three versions, imposes the
following restrictions with respect to same:
A. Evaluation Version: All creations of end-user shall be solely kept 
in

the possession of the creator, except as permitted by the terms of this
agreement, or with express written permission of the developer and
copyright holder. Blastbay Studios grants the user of the evaluation
version the right to freely distribute created content in non-compiled 
BGT


source code form. Any other distribution is subject to written 
permission

of the developer and copyright holder.
B. Lite Version: All creations by the user may be freely distributed by
the creator, but may not be in any way registered or licensed to others
commercially. Any attempt to do so is in direct violation of this user
agreement, and is subject to immediate termination of same.
C. Professional Single Version: One single creation by the end user may 
be


freely distributed, without restrictions as to licensing, both freely 
and

commercially, and any and all licensing of this one creation is at the
sole discretion of the creator. The rights granted for the lite version
also apply to this version, allowing the creator to distribute an
unlimited number of non-commercial titles in addition to the one
commercial title (see above).
D. Professional Unlimited Version: All creations by the end user may be
freely distributed, without restrictions as to licensing, both freely 
and

commercially, and any and all licensing of creations is at the sole
discretion of the creator.

I hope this clears things up a bit. I'll be sure to put this 
information

more visibly on the website as well. As for Streemway this is indeed a
commercial library, which I own. When you buy the BGT lisence you get
Streemway bundled with it, however only as part of BGT. If you want it 
as

a separate dll, as Thomas mentioned, that will be a different lisence
entirely. Streemway has also been wrapped and simplified considerably
inside BGT.

Kind regards,

Philip Bennefall
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 28, 2010 5:26 PM
Subject: [Audyssey] BGT Licensing


Greetings List.

a while back, Philip posted an email stating the provisions of the 
various

BGT licenses. Perhaps I'm just dense, but I cannot manage to find this
information anywhere on the Blastbay Studios website. I want to know, 
for
example, what the pro single edition gives you that the light version 
does
not, or what the unlimited edition gives you over the pro single 
version,
etc. Most of that is easily deduced, of course, but I much prefer to 
see

the
writing and understand the verbatim limitations of each license.

Coincidentally, I'm also curious as to 

Re: [Audyssey] soul calibur IV character selection screen

2010-12-28 Thread Johnny Tai
You wouldn't happen to ahve the lineup for Soul Calibur- Broken Destiny? 
It's like SC4 for the PSP- I haven't had time to go through it and do up the 
roster- if you got one handy that'd save me a few hours lol.


No one ever kicked ass by saying I can't.

Johnny ST Tai
LIVE AND WALK WITH CONFIDENCE.
Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

http://hubpages.com/profile/Johnny+ST.+Tai

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
Don't have an empire, but have a home.
Don't have many lovers, but know what is true love.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: gamers@audyssey.org
Sent: Saturday, December 25, 2010 6:18 PM
Subject: [Audyssey] soul calibur IV character selection screen


This is for all the players who have the game and want to know where all 
the characters are... and it's based on the ps3 version. The xbox360 
should be mostly the same... and this assumes you've bought the dlc for 
the exclusive character from the other console.


Darth Vader, yoda, the apprentice, bonus characters
Lizardman, sofitia, Amy, Setsuka
Mitsurugi, Cassandra, rafael, Taki
Siegfried, custom character, random, nightmare
Hilde, Maxi, Voldo, Tira
Xianghua, Kilik, Asteroth, ivy
Yun-seong, seong-mina, rock, Cervantes
Talim, Yoshimitsu, Zasalamel, Algol

You read right. Darth vader and yoda are in soul calibur as guest 
characters... complete with lightsabers and force techniques. Along with 
them is the apprentice from the force unleashed.  On the ps3 version, yoda 
will be a blank spot until you buy him as downloadable content. Bonus 
characters are where five female characters are selectable once you hit x. 
And the custom character is a character you've designed yourself in the 
character creation section of the game. Hope this is helpful to people 
interested... and because I'm not sure if the link to the mp3 with all the 
critical finishers was sent through, I'm going to send it again. Link is 
below:



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Re: [Audyssey] soul calibur IV character selection screen

2010-12-28 Thread Johnny Tai
Mitsurugi is my first choice for Soul Blade- yes, I am antique! But even 
then he's down right mean if one knows how to use him- not to mention, he's 
deadly fast.



No one ever kicked ass by saying I can't.

Johnny ST Tai
LIVE AND WALK WITH CONFIDENCE.
Interpersonal and Social Relationship Counselling- call or email to book 
your appointment today!


johnnyti...@shaw.ca

1-604-275-2795

http://hubpages.com/profile/Johnny+ST.+Tai

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
Don't have an empire, but have a home.
Don't have many lovers, but know what is true love.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 25, 2010 10:23 PM
Subject: Re: [Audyssey] soul calibur IV character selection screen


First player always starts on siegfried and second player always starts on 
nightmare. And it wouldn't be on gamefaqs. lol. Mitsurugi is a good 
character to learn, and I'm picking him up as my main character of 
choice.. but I have a couple backups.


At 10:15 PM 25/12/2010, you wrote:

Hey this is great Clemant!  Thanks lots for this.  I was gonna go on
gamefaqs and see if this was on there it wasn't the last time I checked. 
I
believe that you should always be on Siegfried when you get to the grid, 
at

least that is how it is for me I am playing as Mitsurugi for now I am
getting to really like him.

Game on.

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Saturday, December 25, 2010 6:18 PM
To: gamers@audyssey.org
Subject: [Audyssey] soul calibur IV character selection screen


This is for all the players who have the game and want to know where
all the characters are... and it's based on the ps3 version. The
xbox360 should be mostly the same... and this assumes you've bought
the dlc for the exclusive character from the other console.

Darth Vader, yoda, the apprentice, bonus characters
Lizardman, sofitia, Amy, Setsuka
Mitsurugi, Cassandra, rafael, Taki
Siegfried, custom character, random, nightmare
Hilde, Maxi, Voldo, Tira
Xianghua, Kilik, Asteroth, ivy
Yun-seong, seong-mina, rock, Cervantes
Talim, Yoshimitsu, Zasalamel, Algol

You read right. Darth vader and yoda are in soul calibur as guest
characters... complete with lightsabers and force techniques. Along
with them is the apprentice from the force unleashed.  On the ps3
version, yoda will be a blank spot until you buy him as downloadable
content. Bonus characters are where five female characters are
selectable once you hit x. And the custom character is a character
you've designed yourself in the character creation section of the
game. Hope this is helpful to people interested... and because I'm
not sure if the link to the mp3 with all the critical finishers was
sent through, I'm going to send it again. Link is below:


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Re: [Audyssey] soul calibur IV character selection screen

2010-12-28 Thread Clement Chou
I do not, as a matter of fact... I don't play broken destiny that 
much. The lack of an actual arcade mode and story mode bugs me. lol. 
Quick matches are fun... but one hopes for something longer. Even SC 
4's story mode too short for my liking.



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Re: [Audyssey] soul calibur IV character selection screen

2010-12-28 Thread Clement Chou
Haven't played soul blade in ages... Mitsurugi's good, but he isn't 
that fast.. compared to some of the other people I know about. lol.



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