Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-27 Thread Ben
As you know man, when we first discussed it all those years ago,j its
fantastic.  I'm looking at other peoples games again, but might move on to
my own sometime

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: 26 December 2010 04:42
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release

Hi Thomas,

Thank you very much. I'm very glad you like the work I have done. It has 
been my largest project by far, and I have really enjoyed building 
everything up from the ground to the point where it is now.

I am targeting Windows only as that is the largest potential customer base. 
If Mac or Linux communities grow to be as large as Windows and I can expect 
at least a few hundred sales if I make games for these platforms with BGT, 
you will definitely see both Mac and Linux ports coming. I use BGT 
exclusively for all my own game development now.

Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 25, 2010 10:02 PM
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release


Hi Philip,

Well, what can I say? Sounds pretty mag to me. I have to really
commend you for creating such a kick butt game engine. Were BGT
cross-platform it would be perfect. Of course, I know as well as
anyone here that creating a totally cross-platform implementation of a
game engine is nothing short of pure hell. Although, thanks to a good
book on the subject and switching to SDL I think my own game engine is
just about to actually get off the ground too.

Cheers! 


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Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-26 Thread william lomas
how does it work. if one hasn't ordered it does the engine run in a demo mode?

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

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

Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-26 Thread Damien Pendleton

Hi Will,
Yes, there is indeed a demo mode. This has most of the functionality of the 
purchased versions, except the compiler and the pack_file object i believe. 
there are no time limits or nag messages. In fact, even for demo mode the 
licence is quite fair in that it still lets you distribute your games in 
decompiled format.

Hope this helps.
Regards,
Damien.



- Original Message - 
From: william lomas lomaswill...@googlemail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, December 26, 2010 8:01 AM
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release


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


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


Hi Will,

Yes, these tutorials are part of the documentation and are free for all to 
read.


Kind regards,

Philip Bennefall
- Original Message - From: william lomas 
lomaswill...@googlemail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 26, 2010 8:41 AM
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release


can the other tutorials about game creation b free downloads for those of 
us contemplating purchasing at all so we can see how it all fits together?


On Dec 25, 2010, at 5:29 PM, Philip Bennefall wrote:


Hi all,



For those of you who are interested in BGT, this is a pretty lengthy 
post. It has been forever since the last BGT release. We are well aware 
of this, and hope that the upcoming version with its list of features and 
improvements compensate for the rather long wait. I am providing the 
current change log for version 1.0 which will be released on December 
31st, 2010 as promised to our pre-order users. If you have anything that 
is not major that you would like to see in the 1.0 release, this is your 
chance. Respond to this message with any thoughts and suggestions you may 
have, and I will use them to prioritize my work over the next few days.




Now, to the change log:



Version 1.0:
* Updated the script interpreter to the latest version which fixes some 
more bugs found by users, as well as adds the following features:

1. The ability to convert booleans to strings.
2. Four new methods to the array called insert_at, remove_at, insert_last 
and remove_last.
3. Explaining messages when failing to initialize a global variable after 
a compilation.
4. Explaining messages when trying to declare variables within a 
switch/case statement.
5. The ability to write floating point numbers as .42, without the 
leading 0.
* Updated the ENet library to the latest version which improves bandwidth 
throttling of reliable packets.

* Added a calendar object for more advanced date and time calculations.
* Added the pack_file object to enable reading and writing pack files, 
which are also used by the sound object.
* Extended the language tutorial with several new chapters as well as a 
section about array initialization lists (thanks Felix).
* Added a series of comprehensive tutorials that explain how games are 
written in practise (thanks Felix).
* Added support for sending synchronous HTTP GET and POST requests 
through two simple functions.
* Added the http object which allows for more advanced HTTP access using 
an asynchronous interface, which means that any number of files/resources 
can be downloaded in the background from the Internet.
* Added two functions (url_encode and url_decode) to make it easier to 
assemble parameters for Get and Post HTTP requests.

* Added the generate_computer_id function.
* Added a function to run third party executables.
* Added several new file and directory functions (directory_create, 
directory_delete, directory_exists, and file_delete).
* Added an article to the tutorials section of this documentation that 
explains the various methods used for game registration.
* It is now possible to modify an individual character at a particular 
location in a string, just as if the string were an array.
* Added a hash function to the engine which exposes sha256 and sha512 
hash generation at present, generated in either hex or binary form.
* Added a number of constants listed in appendix e that contain the paths 
of special folders on the system (thanks Liam).
* Added the get_last_error_text function that converts the value returned 
by get_last_error to its corresponding textual description (thanks 
Damien).

* The array object is now fully documented (thanks Damien).
* Added the reset method for the dynamic menu include class to the 
documentation (thanks Lukás).

* Added a virtual audio window include class (thanks Damien).
* Added the soundtrack include class which wraps the tone_synth object in 
a simpler interface (thanks Felix).
* The error dialog now displays the contents of a faulty line as well as 
its number, rather than just the number on its own.
* Changed the behavior of the file_exists function so that it only works 
with files, and added

Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-26 Thread Hayden Presley
Hi,
You added arrays in Angelscript? That's odd...I knew that you had to give a
command to the C++ preprocessor to access strings, but arrays?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, December 25, 2010 10:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release

Hi again,

I forgot to answer the dictionary question. The dictionary, the array, and 
the string types are the three ad-ons in AngelScript that I make use of. 
These are provided as part of the package for the application writer to 
include and customize as he or she sees fit. There are a bunch of other 
add-ons as well but I don't use those; at least not at the moment.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 25, 2010 9:54 PM
Subject: RE: [Audyssey] Upcoming BGT 1.0 Release


Hi Phillip,
Hmmm...I see you still don't have multidimensional arrays? Also, I'm
curious...is the dictionary something you created for bgt? My final
question...is then audio version of the language tutorial going to be
updated to include the new chapters?

Best Regards,
Hayden 


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Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-26 Thread Hayden Presley
Hi Phillip,
Oh...it's working now. Apparently there was some confusion as to where my
shortcut was pointing so I just modified that; it's working now.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, December 25, 2010 10:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release

Hi Hayden,

Oh there are definitely multidimentional arrays, they just are not currently

covered in the tutorial. I was hoping that they would be simplified somewhat

in AngelScript at the time when I wrote that part of the tutorial, but this 
hasn't happened so for the 1.0 release I will update the tutorial to 
describe them in their current state.

I will definitely update the audio tutorial to reflect the changes, but not 
immediately as it costs a lot of money and I need to get some more engine 
sales in order to be able to afford it.

As for compiling games, this is definitely possible. You must be running an 
old version if you are getting that message. Are you sure you have version 
0.5.1?

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 25, 2010 9:54 PM
Subject: RE: [Audyssey] Upcoming BGT 1.0 Release


Hi Phillip,
Hmmm...I see you still don't have multidimensional arrays? Also, I'm
curious...is the dictionary something you created for bgt? My final
question...is then audio version of the language tutorial going to be
updated to include the new chapters?

Best Regards,
Hayden


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


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Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-26 Thread Philip Bennefall

Hi Hayden,

I'm afraid I have no idea what you mean now. You give no command to the 
preprocessor to access strings. Arrays have been in AngelScript all along, 
but there was talk of simplifying their syntax; especially for 
multidimentional ones, and so I thought I would wait with writing the 
documentation for them in BGT until they were changed. But now the BGT 
release is almost here and the arrays have not changed yet, so I am going to 
document them as they are.


Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 26, 2010 3:58 PM
Subject: RE: [Audyssey] Upcoming BGT 1.0 Release


Hi,
You added arrays in Angelscript? That's odd...I knew that you had to give a
command to the C++ preprocessor to access strings, but arrays?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, December 25, 2010 10:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release

Hi again,

I forgot to answer the dictionary question. The dictionary, the array, and
the string types are the three ad-ons in AngelScript that I make use of.
These are provided as part of the package for the application writer to
include and customize as he or she sees fit. There are a bunch of other
add-ons as well but I don't use those; at least not at the moment.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 25, 2010 9:54 PM
Subject: RE: [Audyssey] Upcoming BGT 1.0 Release


Hi Phillip,
Hmmm...I see you still don't have multidimensional arrays? Also, I'm
curious...is the dictionary something you created for bgt? My final
question...is then audio version of the language tutorial going to be
updated to include the new chapters?

Best Regards,
Hayden


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


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[Audyssey] Upcoming BGT 1.0 Release

2010-12-25 Thread Philip Bennefall
Hi all,



For those of you who are interested in BGT, this is a pretty lengthy post. It 
has been forever since the last BGT release. We are well aware of this, and 
hope that the upcoming version with its list of features and improvements 
compensate for the rather long wait. I am providing the current change log for 
version 1.0 which will be released on December 31st, 2010 as promised to our 
pre-order users. If you have anything that is not major that you would like to 
see in the 1.0 release, this is your chance. Respond to this message with any 
thoughts and suggestions you may have, and I will use them to prioritize my 
work over the next few days.



Now, to the change log:



Version 1.0:
* Updated the script interpreter to the latest version which fixes some more 
bugs found by users, as well as adds the following features:
1. The ability to convert booleans to strings.
2. Four new methods to the array called insert_at, remove_at, insert_last and 
remove_last.
3. Explaining messages when failing to initialize a global variable after a 
compilation.
4. Explaining messages when trying to declare variables within a switch/case 
statement.
5. The ability to write floating point numbers as .42, without the leading 0.
* Updated the ENet library to the latest version which improves bandwidth 
throttling of reliable packets.
* Added a calendar object for more advanced date and time calculations.
* Added the pack_file object to enable reading and writing pack files, which 
are also used by the sound object.
* Extended the language tutorial with several new chapters as well as a section 
about array initialization lists (thanks Felix).
* Added a series of comprehensive tutorials that explain how games are written 
in practise (thanks Felix).
* Added support for sending synchronous HTTP GET and POST requests through two 
simple functions.
* Added the http object which allows for more advanced HTTP access using an 
asynchronous interface, which means that any number of files/resources can be 
downloaded in the background from the Internet.
* Added two functions (url_encode and url_decode) to make it easier to assemble 
parameters for Get and Post HTTP requests.
* Added the generate_computer_id function.
* Added a function to run third party executables.
* Added several new file and directory functions (directory_create, 
directory_delete, directory_exists, and file_delete).
* Added an article to the tutorials section of this documentation that explains 
the various methods used for game registration.
* It is now possible to modify an individual character at a particular location 
in a string, just as if the string were an array.
* Added a hash function to the engine which exposes sha256 and sha512 hash 
generation at present, generated in either hex or binary form.
* Added a number of constants listed in appendix e that contain the paths of 
special folders on the system (thanks Liam).
* Added the get_last_error_text function that converts the value returned by 
get_last_error to its corresponding textual description (thanks Damien).
* The array object is now fully documented (thanks Damien).
* Added the reset method for the dynamic menu include class to the 
documentation (thanks Lukás).
* Added a virtual audio window include class (thanks Damien).
* Added the soundtrack include class which wraps the tone_synth object in a 
simpler interface (thanks Felix).
* The error dialog now displays the contents of a faulty line as well as its 
number, rather than just the number on its own.
* Changed the behavior of the file_exists function so that it only works with 
files, and added the directory_exists function instead.
* Fixed a bug where I had accidentally made float equal to double in the engine.
* Fixed a bug in the number_to_words function (thanks Daniel).
* Fixed a bug in the string_trim_left function that would cause it to trim one 
character too little.
* Fixed a bug in the string_contains function that would cause it to 
erroneously return a positive result even if a particular occurrence was not 
found in rare cases.
* Fixed a mistake in the documentation for the set method in the dictionary 
object (thanks Damien).
* Fixed a typo in the example for the freq_ms method in the tone_synth object 
(thanks Jason).
* Updated the end user lisence agreement to clarify the fact that an unlimited 
number of non-commercial games may also be created with the pro single version 
of the engine.
* Fixed a typo in the documentation for the write method of the logger include 
class (thanks Michael).
* Fixed a large number of trivial typos in the documentation.
* Added the default start and end time values for the edge fades in the 
tone_synth object to the documentation (thanks Oriol).



I look forward to your feedback!



Kind regards,

Philip Bennefall
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You can make changes or update your 

Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-25 Thread Hayden Presley
Hi Phillip,
Hmmm...I see you still don't have multidimensional arrays? Also, I'm
curious...is the dictionary something you created for bgt? My final
question...is then audio version of the language tutorial going to be
updated to include the new chapters?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, December 25, 2010 11:30 AM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT 1.0 Release

Hi all,



For those of you who are interested in BGT, this is a pretty lengthy post.
It has been forever since the last BGT release. We are well aware of this,
and hope that the upcoming version with its list of features and
improvements compensate for the rather long wait. I am providing the current
change log for version 1.0 which will be released on December 31st, 2010 as
promised to our pre-order users. If you have anything that is not major that
you would like to see in the 1.0 release, this is your chance. Respond to
this message with any thoughts and suggestions you may have, and I will use
them to prioritize my work over the next few days.



Now, to the change log:



Version 1.0:
* Updated the script interpreter to the latest version which fixes some more
bugs found by users, as well as adds the following features:
1. The ability to convert booleans to strings.
2. Four new methods to the array called insert_at, remove_at, insert_last
and remove_last.
3. Explaining messages when failing to initialize a global variable after a
compilation.
4. Explaining messages when trying to declare variables within a switch/case
statement.
5. The ability to write floating point numbers as .42, without the leading
0.
* Updated the ENet library to the latest version which improves bandwidth
throttling of reliable packets.
* Added a calendar object for more advanced date and time calculations.
* Added the pack_file object to enable reading and writing pack files, which
are also used by the sound object.
* Extended the language tutorial with several new chapters as well as a
section about array initialization lists (thanks Felix).
* Added a series of comprehensive tutorials that explain how games are
written in practise (thanks Felix).
* Added support for sending synchronous HTTP GET and POST requests through
two simple functions.
* Added the http object which allows for more advanced HTTP access using an
asynchronous interface, which means that any number of files/resources can
be downloaded in the background from the Internet.
* Added two functions (url_encode and url_decode) to make it easier to
assemble parameters for Get and Post HTTP requests.
* Added the generate_computer_id function.
* Added a function to run third party executables.
* Added several new file and directory functions (directory_create,
directory_delete, directory_exists, and file_delete).
* Added an article to the tutorials section of this documentation that
explains the various methods used for game registration.
* It is now possible to modify an individual character at a particular
location in a string, just as if the string were an array.
* Added a hash function to the engine which exposes sha256 and sha512 hash
generation at present, generated in either hex or binary form.
* Added a number of constants listed in appendix e that contain the paths of
special folders on the system (thanks Liam).
* Added the get_last_error_text function that converts the value returned by
get_last_error to its corresponding textual description (thanks Damien).
* The array object is now fully documented (thanks Damien).
* Added the reset method for the dynamic menu include class to the
documentation (thanks Lukás).
* Added a virtual audio window include class (thanks Damien).
* Added the soundtrack include class which wraps the tone_synth object in a
simpler interface (thanks Felix).
* The error dialog now displays the contents of a faulty line as well as its
number, rather than just the number on its own.
* Changed the behavior of the file_exists function so that it only works
with files, and added the directory_exists function instead.
* Fixed a bug where I had accidentally made float equal to double in the
engine.
* Fixed a bug in the number_to_words function (thanks Daniel).
* Fixed a bug in the string_trim_left function that would cause it to trim
one character too little.
* Fixed a bug in the string_contains function that would cause it to
erroneously return a positive result even if a particular occurrence was not
found in rare cases.
* Fixed a mistake in the documentation for the set method in the dictionary
object (thanks Damien).
* Fixed a typo in the example for the freq_ms method in the tone_synth
object (thanks Jason).
* Updated the end user lisence agreement to clarify the fact that an
unlimited number of non-commercial games may also be created with the pro
single version of the engine.
* Fixed a typo in the documentation

Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-25 Thread Thomas Ward
Hi Philip,

Well, what can I say? Sounds pretty mag to me. I have to really
commend you for creating such a kick butt game engine. Were BGT
cross-platform it would be perfect. Of course, I know as well as
anyone here that creating a totally cross-platform implementation of a
game engine is nothing short of pure hell. Although, thanks to a good
book on the subject and switching to SDL I think my own game engine is
just about to actually get off the ground too.

Cheers!

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Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-25 Thread Hayden Presley
Hi,
Yes...good assessment Thomas. I'm just waiting for the 31st...

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 25, 2010 3:03 PM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release

Hi Philip,

Well, what can I say? Sounds pretty mag to me. I have to really
commend you for creating such a kick butt game engine. Were BGT
cross-platform it would be perfect. Of course, I know as well as
anyone here that creating a totally cross-platform implementation of a
game engine is nothing short of pure hell. Although, thanks to a good
book on the subject and switching to SDL I think my own game engine is
just about to actually get off the ground too.

Cheers!

---
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Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-25 Thread Philip Bennefall

Hi Hayden,

Oh there are definitely multidimentional arrays, they just are not currently 
covered in the tutorial. I was hoping that they would be simplified somewhat 
in AngelScript at the time when I wrote that part of the tutorial, but this 
hasn't happened so for the 1.0 release I will update the tutorial to 
describe them in their current state.


I will definitely update the audio tutorial to reflect the changes, but not 
immediately as it costs a lot of money and I need to get some more engine 
sales in order to be able to afford it.


As for compiling games, this is definitely possible. You must be running an 
old version if you are getting that message. Are you sure you have version 
0.5.1?


Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 25, 2010 9:54 PM
Subject: RE: [Audyssey] Upcoming BGT 1.0 Release


Hi Phillip,
Hmmm...I see you still don't have multidimensional arrays? Also, I'm
curious...is the dictionary something you created for bgt? My final
question...is then audio version of the language tutorial going to be
updated to include the new chapters?

Best Regards,
Hayden


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Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-25 Thread Philip Bennefall

Hi Thomas,

Thank you very much. I'm very glad you like the work I have done. It has 
been my largest project by far, and I have really enjoyed building 
everything up from the ground to the point where it is now.


I am targeting Windows only as that is the largest potential customer base. 
If Mac or Linux communities grow to be as large as Windows and I can expect 
at least a few hundred sales if I make games for these platforms with BGT, 
you will definitely see both Mac and Linux ports coming. I use BGT 
exclusively for all my own game development now.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 25, 2010 10:02 PM
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release


Hi Philip,

Well, what can I say? Sounds pretty mag to me. I have to really
commend you for creating such a kick butt game engine. Were BGT
cross-platform it would be perfect. Of course, I know as well as
anyone here that creating a totally cross-platform implementation of a
game engine is nothing short of pure hell. Although, thanks to a good
book on the subject and switching to SDL I think my own game engine is
just about to actually get off the ground too.

Cheers! 



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


Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-25 Thread Philip Bennefall

Hi again,

I forgot to answer the dictionary question. The dictionary, the array, and 
the string types are the three ad-ons in AngelScript that I make use of. 
These are provided as part of the package for the application writer to 
include and customize as he or she sees fit. There are a bunch of other 
add-ons as well but I don't use those; at least not at the moment.


Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 25, 2010 9:54 PM
Subject: RE: [Audyssey] Upcoming BGT 1.0 Release


Hi Phillip,
Hmmm...I see you still don't have multidimensional arrays? Also, I'm
curious...is the dictionary something you created for bgt? My final
question...is then audio version of the language tutorial going to be
updated to include the new chapters?

Best Regards,
Hayden 



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Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-25 Thread william lomas
can the other tutorials about game creation b free downloads for those of us 
contemplating purchasing at all so we can see how it all fits together?

On Dec 25, 2010, at 5:29 PM, Philip Bennefall wrote:

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

Re: [Audyssey] Upcoming BGT 1.0 Release

2010-12-25 Thread Philip Bennefall

Hi Will,

Yes, these tutorials are part of the documentation and are free for all to 
read.


Kind regards,

Philip Bennefall
- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 26, 2010 8:41 AM
Subject: Re: [Audyssey] Upcoming BGT 1.0 Release


can the other tutorials about game creation b free downloads for those of us 
contemplating purchasing at all so we can see how it all fits together?


On Dec 25, 2010, at 5:29 PM, Philip Bennefall wrote:


Hi all,



For those of you who are interested in BGT, this is a pretty lengthy post. 
It has been forever since the last BGT release. We are well aware of this, 
and hope that the upcoming version with its list of features and 
improvements compensate for the rather long wait. I am providing the 
current change log for version 1.0 which will be released on December 
31st, 2010 as promised to our pre-order users. If you have anything that 
is not major that you would like to see in the 1.0 release, this is your 
chance. Respond to this message with any thoughts and suggestions you may 
have, and I will use them to prioritize my work over the next few days.




Now, to the change log:



Version 1.0:
* Updated the script interpreter to the latest version which fixes some 
more bugs found by users, as well as adds the following features:

1. The ability to convert booleans to strings.
2. Four new methods to the array called insert_at, remove_at, insert_last 
and remove_last.
3. Explaining messages when failing to initialize a global variable after 
a compilation.
4. Explaining messages when trying to declare variables within a 
switch/case statement.
5. The ability to write floating point numbers as .42, without the leading 
0.
* Updated the ENet library to the latest version which improves bandwidth 
throttling of reliable packets.

* Added a calendar object for more advanced date and time calculations.
* Added the pack_file object to enable reading and writing pack files, 
which are also used by the sound object.
* Extended the language tutorial with several new chapters as well as a 
section about array initialization lists (thanks Felix).
* Added a series of comprehensive tutorials that explain how games are 
written in practise (thanks Felix).
* Added support for sending synchronous HTTP GET and POST requests through 
two simple functions.
* Added the http object which allows for more advanced HTTP access using 
an asynchronous interface, which means that any number of files/resources 
can be downloaded in the background from the Internet.
* Added two functions (url_encode and url_decode) to make it easier to 
assemble parameters for Get and Post HTTP requests.

* Added the generate_computer_id function.
* Added a function to run third party executables.
* Added several new file and directory functions (directory_create, 
directory_delete, directory_exists, and file_delete).
* Added an article to the tutorials section of this documentation that 
explains the various methods used for game registration.
* It is now possible to modify an individual character at a particular 
location in a string, just as if the string were an array.
* Added a hash function to the engine which exposes sha256 and sha512 hash 
generation at present, generated in either hex or binary form.
* Added a number of constants listed in appendix e that contain the paths 
of special folders on the system (thanks Liam).
* Added the get_last_error_text function that converts the value returned 
by get_last_error to its corresponding textual description (thanks 
Damien).

* The array object is now fully documented (thanks Damien).
* Added the reset method for the dynamic menu include class to the 
documentation (thanks Lukás).

* Added a virtual audio window include class (thanks Damien).
* Added the soundtrack include class which wraps the tone_synth object in 
a simpler interface (thanks Felix).
* The error dialog now displays the contents of a faulty line as well as 
its number, rather than just the number on its own.
* Changed the behavior of the file_exists function so that it only works 
with files, and added the directory_exists function instead.
* Fixed a bug where I had accidentally made float equal to double in the 
engine.

* Fixed a bug in the number_to_words function (thanks Daniel).
* Fixed a bug in the string_trim_left function that would cause it to trim 
one character too little.
* Fixed a bug in the string_contains function that would cause it to 
erroneously return a positive result even if a particular occurrence was 
not found in rare cases.
* Fixed a mistake in the documentation for the set method in the 
dictionary object (thanks Damien).
* Fixed a typo in the example for the freq_ms method in the tone_synth 
object (thanks Jason).
* Updated the end user lisence agreement to clarify the fact that an 
unlimited number of non-commercial games may also

Re: [Audyssey] upcoming bgt

2010-07-29 Thread Hayden Presley
Hi Josh,
It is impossible to answer that question. How quickly are you talking
about? How big a game? How much scripting knowledge? What features? See what
I mean? Please be more specific. But one thing I can say is this: you will
need to read the documentation.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Josh Kennedy
Sent: Wednesday, July 07, 2010 10:47 AM
To: gamers@audyssey.org
Subject: [Audyssey] upcoming bgt

Hi

I missed the announcement. will the new bgt have features to enable you to
make a game with little or no scripting knowledge? in other words to roll
out a game quickly? 


Josh Kennedy
jkenn...@gmail.com



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Re: [Audyssey] Upcoming BGT version

2010-07-09 Thread Hayden Presley
Hi Phillip,
That's definitely understandable, I can definitely wait. It would probably
make a largerinstall package anyway, it amazes me that it is as small as it
is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, July 08, 2010 1:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Hayden,

This is something I've thought about, though I haven't decided on anything 
definite yet. If I do, this will be at a time when the core is 100 % stable 
and I am not constantly adding new features as is the case right now.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 07, 2010 5:22 PM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear.

I'll post some more information about it once I have the new structure
finalized.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version


 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
 before release, but it should not be too long now. I have also made an
 action game that utilizes the networking, but more about that later.
 Smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 07, 2010 3:59 AM
 Subject: Re: [Audyssey] Upcoming BGT version


 Hi Philip,
 I don't know about anyone else, but this sounds like Christmas in
 July.  That's an impressive set of updates and I'll look forward to
 trying the new beta of BGT when it comes out.

 Smile.








 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10
 12:37:00


 ---
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Internal Virus Database is out of date.
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12:37:00


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Re: [Audyssey] Upcoming BGT version

2010-07-09 Thread Hayden Presley
Hi Phillip,
That's definitely understandable, I can definitely wait. It would probably
make a largerinstall package anyway, it amazes me that it is as small as it
is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, July 08, 2010 1:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Hayden,

This is something I've thought about, though I haven't decided on anything 
definite yet. If I do, this will be at a time when the core is 100 % stable 
and I am not constantly adding new features as is the case right now.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 07, 2010 5:22 PM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear.

I'll post some more information about it once I have the new structure
finalized.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version


 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
 before release, but it should not be too long now. I have also made an
 action game that utilizes the networking, but more about that later.
 Smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 07, 2010 3:59 AM
 Subject: Re: [Audyssey] Upcoming BGT version


 Hi Philip,
 I don't know about anyone else, but this sounds like Christmas in
 July.  That's an impressive set of updates and I'll look forward to
 trying the new beta of BGT when it comes out.

 Smile.








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 Checked by AVG - www.avg.com
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 12:37:00


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Re: [Audyssey] Upcoming BGT version

2010-07-09 Thread Hayden Presley
Hi Phillip,
That's definitely understandable, I can definitely wait. It would probably
make a largerinstall package anyway, it amazes me that it is as small as it
is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, July 08, 2010 1:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Hayden,

This is something I've thought about, though I haven't decided on anything 
definite yet. If I do, this will be at a time when the core is 100 % stable 
and I am not constantly adding new features as is the case right now.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 07, 2010 5:22 PM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear.

I'll post some more information about it once I have the new structure
finalized.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version


 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
 before release, but it should not be too long now. I have also made an
 action game that utilizes the networking, but more about that later.
 Smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 07, 2010 3:59 AM
 Subject: Re: [Audyssey] Upcoming BGT version


 Hi Philip,
 I don't know about anyone else, but this sounds like Christmas in
 July.  That's an impressive set of updates and I'll look forward to
 trying the new beta of BGT when it comes out.

 Smile.








 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10
 12:37:00


 ---
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12:37:00


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Re: [Audyssey] Upcoming BGT version

2010-07-09 Thread Hayden Presley
Hi Phillip,
That's definitely understandable, I can definitely wait. It would probably
make a largerinstall package anyway, it amazes me that it is as small as it
is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, July 08, 2010 1:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Hayden,

This is something I've thought about, though I haven't decided on anything 
definite yet. If I do, this will be at a time when the core is 100 % stable 
and I am not constantly adding new features as is the case right now.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 07, 2010 5:22 PM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear.

I'll post some more information about it once I have the new structure
finalized.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version


 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
 before release, but it should not be too long now. I have also made an
 action game that utilizes the networking, but more about that later.
 Smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 07, 2010 3:59 AM
 Subject: Re: [Audyssey] Upcoming BGT version


 Hi Philip,
 I don't know about anyone else, but this sounds like Christmas in
 July.  That's an impressive set of updates and I'll look forward to
 trying the new beta of BGT when it comes out.

 Smile.








 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10
 12:37:00


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
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 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the
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12:37:00


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12:37:00


---
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Re: [Audyssey] Upcoming BGT version

2010-07-09 Thread Hayden Presley
Hi Phillip,
That's definitely understandable, I can definitely wait. It would probably
make a largerinstall package anyway, it amazes me that it is as small as it
is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, July 08, 2010 1:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Hayden,

This is something I've thought about, though I haven't decided on anything 
definite yet. If I do, this will be at a time when the core is 100 % stable 
and I am not constantly adding new features as is the case right now.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 07, 2010 5:22 PM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear.

I'll post some more information about it once I have the new structure
finalized.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version


 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
 before release, but it should not be too long now. I have also made an
 action game that utilizes the networking, but more about that later.
 Smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 07, 2010 3:59 AM
 Subject: Re: [Audyssey] Upcoming BGT version


 Hi Philip,
 I don't know about anyone else, but this sounds like Christmas in
 July.  That's an impressive set of updates and I'll look forward to
 trying the new beta of BGT when it comes out.

 Smile.








 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10
 12:37:00


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
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 All messages are archived and can be searched and read at
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12:37:00


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12:37:00


---
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Re: [Audyssey] Upcoming BGT version

2010-07-09 Thread Hayden Presley
Hi Phillip,
That's definitely understandable, I can definitely wait. It would probably
make a largerinstall package anyway, it amazes me that it is as small as it
is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, July 08, 2010 1:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Hayden,

This is something I've thought about, though I haven't decided on anything 
definite yet. If I do, this will be at a time when the core is 100 % stable 
and I am not constantly adding new features as is the case right now.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 07, 2010 5:22 PM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear.

I'll post some more information about it once I have the new structure
finalized.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version


 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
 before release, but it should not be too long now. I have also made an
 action game that utilizes the networking, but more about that later.
 Smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 07, 2010 3:59 AM
 Subject: Re: [Audyssey] Upcoming BGT version


 Hi Philip,
 I don't know about anyone else, but this sounds like Christmas in
 July.  That's an impressive set of updates and I'll look forward to
 trying the new beta of BGT when it comes out.

 Smile.








 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10
 12:37:00


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
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12:37:00


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Checked by AVG - www.avg.com
Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10 
12:37:00


---
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If you have any questions

Re: [Audyssey] Upcoming BGT version

2010-07-09 Thread Damien Pendleton

Hi Hayden,
My goodness! I've seen most of your recent messages come through two or 
three times at once, which I have alerted you to once or twice, but this one 
came six times. Do you get false notifications that the email isn't being 
sent or something?

Regards,
Damien.



- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Friday, July 09, 2010 5:18 PM
Subject: Re: [Audyssey] Upcoming BGT version



Hi Phillip,
That's definitely understandable, I can definitely wait. It would probably
make a largerinstall package anyway, it amazes me that it is as small as 
it

is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, July 08, 2010 1:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Hayden,

This is something I've thought about, though I haven't decided on anything
definite yet. If I do, this will be at a time when the core is 100 % 
stable

and I am not constantly adding new features as is the case right now.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Wednesday, July 07, 2010 5:22 PM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never 
fear.


I'll post some more information about it once I have the new structure
finalized.

Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might 
be,

who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version



Hi Thomas,

I'm glad you think so. I'll be tweaking and adding a few more things
before release, but it should not be too long now. I have also made an
action game that utilizes the networking, but more about that later.
Smile.

Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 3:59 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.










Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10
12:37:00


---
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Internal Virus Database is out

Re: [Audyssey] Upcoming BGT version

2010-07-09 Thread Hayden Presley
Hi All,
I am sorry, for some reason, I am getting email duplicated here. Please try
to bare with me.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Friday, July 09, 2010 11:18 AM
To: 'Philip Bennefall'; 'Gamers Discussion list'
Subject: Re: [Audyssey] Upcoming BGT version

Hi Phillip,
That's definitely understandable, I can definitely wait. It would probably
make a largerinstall package anyway, it amazes me that it is as small as it
is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Thursday, July 08, 2010 1:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Hayden,

This is something I've thought about, though I haven't decided on anything 
definite yet. If I do, this will be at a time when the core is 100 % stable 
and I am not constantly adding new features as is the case right now.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 07, 2010 5:22 PM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear.

I'll post some more information about it once I have the new structure
finalized.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version


 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
 before release, but it should not be too long now. I have also made an
 action game that utilizes the networking, but more about that later.
 Smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 07, 2010 3:59 AM
 Subject: Re: [Audyssey] Upcoming BGT version


 Hi Philip,
 I don't know about anyone else, but this sounds like Christmas in
 July.  That's an impressive set of updates and I'll look forward to
 trying the new beta of BGT when it comes out.

 Smile.








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 12:37:00


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12:37:00

Re: [Audyssey] Upcoming BGT version

2010-07-08 Thread Philip Bennefall

Hi Hayden,

This is something I've thought about, though I haven't decided on anything 
definite yet. If I do, this will be at a time when the core is 100 % stable 
and I am not constantly adding new features as is the case right now.


Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 07, 2010 5:22 PM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear.

I'll post some more information about it once I have the new structure
finalized.

Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version



Hi Thomas,

I'm glad you think so. I'll be tweaking and adding a few more things
before release, but it should not be too long now. I have also made an
action game that utilizes the networking, but more about that later.
Smile.

Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 3:59 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.










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Re: [Audyssey] upcoming bgt

2010-07-08 Thread Philip Bennefall

Hi Josh,

I have plans to make some sort of game templates/game creation wizzards to 
enable those who don't want to learn the scripting language to still make a 
few games. They will in no way be as customizable as those that one can make 
with the engine as there you have full control over everything, but the 
wizzards should still allow you to have some fun and put out a few things. 
For anything serious though, learning the language is definitely the best 
approach.


Kind regards,

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

To: gamers@audyssey.org
Sent: Wednesday, July 07, 2010 5:47 PM
Subject: [Audyssey] upcoming bgt


Hi

I missed the announcement. will the new bgt have features to enable you to 
make a game with little or no scripting knowledge? in other words to roll 
out a game quickly?



Josh Kennedy
jkenn...@gmail.com



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Re: [Audyssey] Upcoming BGT version

2010-07-07 Thread Willem

I doubt it.

When  a game is compiled there won't be that problem though. You'll have to 
wait for the developers of those games to update them, or fix them yourself.
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 6:35 AM
Subject: Re: [Audyssey] Upcoming BGT version



hmmm
is there anyway to upgrade existing games to use new systems?
I have loads of games and each update of the engine I now get games that 
are just not working because they don't run at all.

presumably because of updates.



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Re: [Audyssey] Upcoming BGT version

2010-07-07 Thread Bryan Peterson
Ah I see. So it's more a matter of having more options. Options are good. 
LOL.

We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 11:03 PM
Subject: Re: [Audyssey] Upcoming BGT version



Hi Bryan,

Oh the unlimited commercial pro license will still be available, never 
fear. I'll post some more information about it once I have the new 
structure finalized.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might 
be,

who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version



Hi Thomas,

I'm glad you think so. I'll be tweaking and adding a few more things
before release, but it should not be too long now. I have also made an
action game that utilizes the networking, but more about that later.
Smile.

Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 3:59 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.






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12:37:00


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Re: [Audyssey] Upcoming BGT version

2010-07-07 Thread Thomas Ward
Hi Philip,
As I said very very cool. BGT is really coming along nicely. Evry time
you put out a new release  it makes it that much better as a
development tool.

On 7/6/10, Philip Bennefall phi...@u7142039.fsdata.se wrote:
 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things before
 release, but it should not be too long now. I have also made an action game
 that utilizes the networking, but more about that later. Smile.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Upcoming BGT version

2010-07-07 Thread Hayden Presley
Hi Thomas,
Thinking of changing your engine? Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, July 07, 2010 8:16 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Philip,
As I said very very cool. BGT is really coming along nicely. Evry time
you put out a new release  it makes it that much better as a
development tool.

On 7/6/10, Philip Bennefall phi...@u7142039.fsdata.se wrote:
 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
before
 release, but it should not be too long now. I have also made an action
game
 that utilizes the networking, but more about that later. Smile.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Upcoming BGT version

2010-07-07 Thread Hayden Presley
Hi Thomas,
Thinking of changing your engine? Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, July 07, 2010 8:16 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Philip,
As I said very very cool. BGT is really coming along nicely. Evry time
you put out a new release  it makes it that much better as a
development tool.

On 7/6/10, Philip Bennefall phi...@u7142039.fsdata.se wrote:
 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
before
 release, but it should not be too long now. I have also made an action
game
 that utilizes the networking, but more about that later. Smile.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Upcoming BGT version

2010-07-07 Thread Hayden Presley
Hi Phillip,
Do you ever intend to make an IDE for BGT?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Wednesday, July 07, 2010 12:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Upcoming BGT version

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear.

I'll post some more information about it once I have the new structure 
finalized.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version


 Hi Thomas,

 I'm glad you think so. I'll be tweaking and adding a few more things
 before release, but it should not be too long now. I have also made an
 action game that utilizes the networking, but more about that later.
 Smile.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 07, 2010 3:59 AM
 Subject: Re: [Audyssey] Upcoming BGT version


 Hi Philip,
 I don't know about anyone else, but this sounds like Christmas in
 July.  That's an impressive set of updates and I'll look forward to
 trying the new beta of BGT when it comes out.

 Smile.








 Internal Virus Database is out of date.
 Checked by AVG - www.avg.com
 Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10
 12:37:00


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[Audyssey] upcoming bgt

2010-07-07 Thread Josh Kennedy
Hi

I missed the announcement. will the new bgt have features to enable you to make 
a game with little or no scripting knowledge? in other words to roll out a game 
quickly? 


Josh Kennedy
jkenn...@gmail.com



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[Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall
Hi all,

I just wanted to give a quick update regarding the progress of the BGT engine, 
as things have been rather quiet over the last month. This new release includes 
a lot of bugfixes, plus a few new features that many of you have been asking 
for. This includes support for networking optimized for high speed action 
games, a complete sound source management system, the ability to compile 
scripts into standalone executables, etc. Here is the change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some more 
bugs found by users.
* Added a powerful sound management include class that handles positioning of 
an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and added 
two new ones with extra parameters. This will require some minor modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for fast 
paced action games.
* Added a method called run_extended to the dynamic menu include class which 
allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro finishes.
* Added a reset method to the dynamic menu include class that allows you to 
remove all previously added items, as well as optionally reset all the behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set to 
true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal string 
counterparts.
* Added two functions (find_files and find_directories) that return a list of 
all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased 
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a lite or 
pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of 
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a 
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to invoke 
user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100 
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the property 
is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the text 
to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to generate 
the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost 
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial 
starting position greater than 0.
* Improved the error output when including script files that do not exist, so 
that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives the 
current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions 
during global variable initialization (thanks Damien).
* Made the exit function usable even during global variable initialization.
* Fixed a bug where the volume property in the tts_voice object would get 
incorrect values (thanks Jason).
* Fixed a bug where the key_down function could erroniously report that a key 
was down if the user left the window while the key was still down but released
later.
* Fixed a few typos in the language tutorial.

I hope that some of you will find these new features useful. I'd be very happy 
to hear your thoughts and suggestions about things that you would like to see 
in this next release, as I still expect it to be a few days before it's 
released.

Kind regards,

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


Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Hayden Presley
Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of you
have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some more
bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class which
allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you to
remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set to
true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a lite
or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to generate
the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives the
current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions
during global variable initialization (thanks Damien).
* Made the exit function usable even during global variable initialization.
* Fixed a bug where the volume property in the tts_voice object would get
incorrect values (thanks Jason).
* Fixed a bug where the key_down function could erroniously report that a
key was down if the user left the window while the key was still down but
released
later.
* Fixed a few typos in the language tutorial.

I hope that some of you will find these new features useful. I'd be very
happy to hear your thoughts and suggestions about things that you would like
to see in this next release, as I still expect it to be a few days before
it's released.

Kind regards,

Philip Bennefall
---
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All messages

Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Hayden,

Yes, this is why this release is taking rather long to get out the door. I 
really wanted to put a lot of new things in.


Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: phi...@blastbay.com; 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 07, 2010 2:02 AM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of you
have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some more
bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class which
allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you to
remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set to
true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a lite
or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to generate
the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives the
current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions
during global variable initialization (thanks Damien).
* Made the exit function usable even during global variable initialization.
* Fixed a bug where the volume property in the tts_voice object would get
incorrect values (thanks Jason).
* Fixed a bug where the key_down function could erroniously report that a
key was down if the user left the window while the key was still down but
released
later.
* Fixed a few typos in the language tutorial.

I hope that some of you will find these new features useful. I'd be very
happy to hear your thoughts and suggestions about things that you

Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread weisi4u
Hi philip,

So, the prices are set? $60 for a standart license, $800 for a pro?

Thanks,

Kevin


- Original Message -
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Date: Wed, 7 Jul 2010 02:14:15 +0200
Subject: Re: [Audyssey] Upcoming BGT version

 Hi Hayden,
 
 Yes, this is why this release is taking rather long to get out the door. 
I 
 really wanted to put a lot of new things in.
 
 Kind regards,
 
 Philip Bennefall
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org
 Sent: Wednesday, July 07, 2010 2:02 AM
 Subject: RE: [Audyssey] Upcoming BGT version
 
 
 Hi Phillip,
 Wow...that's quite a hefty list of changes.
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Philip Bennefall
 Sent: Tuesday, July 06, 2010 6:58 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Upcoming BGT version
 
 Hi all,
 
 I just wanted to give a quick update regarding the progress of the BGT
 engine, as things have been rather quiet over the last month. This new
 release includes a lot of bugfixes, plus a few new features that many of 
you
 have been asking for. This includes support for networking optimized for
 high speed action games, a complete sound source management system, the
 ability to compile scripts into standalone executables, etc. Here is the
 change log, as always:
 
 Beta Version 0.5:
 * Updated the script interpreter to the latest version which fixes some 
more
 bugs found by users.
 * Added a powerful sound management include class that handles positioning
 of an arbitrary number of sound sources in a 1d or 2d environment.
 * Updated the functions in sound_positioning.bgt to be more flexible, and
 added two new ones with extra parameters. This will require some minor
 modifications
 to scripts that currently make use of position_sound_2d.
 * Added support for high performance networking, optimized especially for
 fast paced action games.
 * Added a method called run_extended to the dynamic menu include class 
which
 allows you to specify a starting position for the menu cursor, and to have
 the initially selected item automatically announced after the intro
 finishes.
 * Added a reset method to the dynamic menu include class that allows you 
to
 remove all previously added items, as well as optionally reset all the
 behavior
 properties to their defaults.
 * Added a boolean property called paused to the sound object which is set 
to
 true if a sound has been paused with an explicit call to the pause method.
 * Added a function to convert numbers to their corresponding hexadecimal
 string counterparts.
 * Added two functions (find_files and find_directories) that return a list
 of all the files and all the directories in a given path, respectively.
 * Made the engine registerable, with automatic detection of the purchased
 version (lite or pro) based on the key given.
 * Added the ability to compile scripts into standalone executables if a 
lite
 or pro license has been purchased.
 * Added a credits section to the documentation.
 * Added a function called get_call_stack_size to retrieve the number of
 functions currently on the stack.
 * Allowed the use of multiline strings (e.g. string literals that contain 
a
 line feed) (thanks Nick).
 * Restructured the script execution flow, which will allow the engine to
 invoke user defined callback functions in the future.
 * changed the range of the rate property in the tts_voice object from -100
 (slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 
(fastest)
 which prevents situations where no change is perceived even though the
 property is actually modified (thanks Jason).
 * Fixed a slight inconvenience in the dynamic menu include class where the
 text to speech and the audio options were not cooperating with one 
another.
 * Fixed a bug in the random number generator that would cause it to 
generate
 the same sequence of numbers every time (thanks Sorin).
 * Changed the internal buffer size for streaming sounds in order to boost
 performance slightly.
 * Fixed a bug that would sometimes cause static sounds to have an initial
 starting position greater than 0.
 * Improved the error output when including script files that do not exist,
 so that the engine now displays all the locations in which it tried to 
find
 the file rather than just the last one.
 * Fixed a bug in the #include searching algorithm so that it now derives 
the
 current base directory for a relative include path based on the location 
of
 the script that is trying to include it (thanks Damien).
 * Fixed a few bugs that would cause crashes when calling certain functions
 during global variable initialization (thanks Damien).
 * Made the exit function usable even during global variable 
initialization.
 * Fixed a bug where the volume property

Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Kevin,

No, as a matter of fact they are not quite set. I have been thinking a lot 
about this recently, and have decided to restructure the whole pricing 
system based on user feedback that I have received. I will post more 
information about this soon.


Kind regards,

Philip Bennefall
- Original Message - 
From: weis...@googlemail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 2:36 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi philip,

So, the prices are set? $60 for a standart license, $800 for a pro?

Thanks,

Kevin


- Original Message -
From: Philip Bennefall phi...@u7142039.fsdata.se
To: Gamers Discussion list gamers@audyssey.org
Date: Wed, 7 Jul 2010 02:14:15 +0200
Subject: Re: [Audyssey] Upcoming BGT version


Hi Hayden,

Yes, this is why this release is taking rather long to get out the door.

I

really wanted to put a lot of new things in.

Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: phi...@blastbay.com; 'Gamers Discussion list'

gamers@audyssey.org

Sent: Wednesday, July 07, 2010 2:02 AM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of

you

have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some

more

bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class

which

allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you

to

remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set

to

true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a

lite

or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain

a

line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10

(fastest)

which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one

another.

* Fixed a bug in the random number generator that would cause it to

generate

the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to

find

the file rather than just the last one.
* Fixed a bug in the #include

Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Thomas Ward
Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.

---
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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
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.


Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Thomas,

I'm glad you think so. I'll be tweaking and adding a few more things before 
release, but it should not be too long now. I have also made an action game 
that utilizes the networking, but more about that later. Smile.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 3:59 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.






Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10 
12:37:00



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


Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Bryan Peterson
I agree with Thomas. As for the price thing, I think you should still keep 
the option of the unrestricted license for those, however few they might be, 
who might want to make use of it. It might take me longer to afford to pay 
for it but I'd certainly want to go that route.

We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version



Hi Thomas,

I'm glad you think so. I'll be tweaking and adding a few more things 
before release, but it should not be too long now. I have also made an 
action game that utilizes the networking, but more about that later. 
Smile.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 3:59 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.






Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.432 / Virus Database: 271.1.1/2662 - Release Date: 02/01/10 
12:37:00



---
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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread shaun everiss

hmmm
is there anyway to upgrade existing games to use new systems?
I have loads of games and each update of the engine I now get games 
that are just not working because they don't run at all.

presumably because of updates.
At 12:02 p.m. 7/07/2010, you wrote:

Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of you
have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some more
bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class which
allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you to
remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set to
true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a lite
or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to generate
the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives the
current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions
during global variable initialization (thanks Damien).
* Made the exit function usable even during global variable initialization.
* Fixed a bug where the volume property in the tts_voice object would get
incorrect values (thanks Jason).
* Fixed a bug where the key_down function could erroniously report that a
key was down if the user left the window while the key was still down but
released
later.
* Fixed a few typos in the language tutorial.

I hope that some of you will find these new features useful. I'd be very
happy to hear your thoughts and suggestions about things that you would like
to see in this next release, as I still expect it to be a few days before
it's released.

Kind regards,

Philip Bennefall

Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear. 
I'll post some more information about it once I have the new structure 
finalized.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@u7142039.fsdata.se

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version



Hi Thomas,

I'm glad you think so. I'll be tweaking and adding a few more things
before release, but it should not be too long now. I have also made an
action game that utilizes the networking, but more about that later.
Smile.

Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 3:59 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.






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Checked by AVG - www.avg.com
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12:37:00


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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Shaun,

Which games are you refering to? If you can give me some examples, I'll look 
into it and perhaps speak with the authors about what changes have to be 
made. Since the engine is still very much in beta, it is necessary for me to 
break backwards compatibility in almost every version in order to improve 
things. This is part of the beta stage. Once it reaches 1.0, however, the 
core will not change often; if at all.


Kind regards,

Philip Bennefall
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 07, 2010 6:35 AM
Subject: Re: [Audyssey] Upcoming BGT version


hmmm
is there anyway to upgrade existing games to use new systems?
I have loads of games and each update of the engine I now get games
that are just not working because they don't run at all.
presumably because of updates.
At 12:02 p.m. 7/07/2010, you wrote:

Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of 
you

have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some 
more

bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class 
which

allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you to
remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set 
to

true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a 
lite

or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to 
generate

the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives 
the

current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions
during global variable initialization