Re: [Audyssey] news Request

2010-04-10 Thread Hayden Presley
Hi,
I know this is the wrong thread but I asked something about entombed--please
ignore it as I hadn't yet read the entire quota of 300 or so messages before
I had to delete and recreate my email account.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, April 09, 2010 10:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] news Request

Hi Muhammed,
Yes, but you have to use the DirectX 8 graphics libraries like
DirectDraw. It goes without saying DirectDraw itself is ancient and
most games today use Direct3D 9, 10, or 11.


On 4/9/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Then maybe with Vb6. Jim, does graphics work on Vb6?

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Re: [Audyssey] news Request

2010-04-09 Thread Kevin Weispfennig
Hi,

Yes, indeed. I didn't say that is is, over priced, I only said that I don't 
have enough money, and personally I fully agree with the $800 Price, 
because if you looked down the list that thom gave us... OH my! 20 
Thousand dollars for the Playstation SDK! But then again the big big 
companies like Rockstar games, or Midway, they can afford it because they 
make loats and loats of more money than they had to pay. We audio games 
developers are mostly 1-programmer-companies, which makes that even 
harder. And I think, but this is my personal opinion, that $800 is a 
really good price for a game creation toolkit, even sound encryption, 
which if phillip makes it like in q9, won't be as easy to hack. Also, 
sapi support... Well, in C++ or even in VB6 you have to creat com 
objects. But right out of the box, wichout even having to initialize... 
Also, let's think for a second how long he programs or sits in front of 
his Computer, to make something FOR US. I mean that is just... Well, 
yeah. It is awesome. And i bed it is not that easy, because if the code 
gets bigger and bigger and you need to change stuff around it is, quiet 
hard to find what you are looking for sometimes. I mean if you over 
comment then it is not that hard, but it takes far more time. With that 
all in Mind I will send this mail.

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Date: Fri, 9 Apr 2010 01:52:05 +0200
Subject: Re: [Audyssey] news Request

 Hi Thomas,
 
 Thank you for this long and thorough explanation. I get this question all 
 the time, as a matter of fact. What one is paying for is not the 
scripting, 
 because as Tom says there are already plenty of scripting engines out 
there. 
 The scripting is merely one of many parts forming the chain that makes 
it, 
 in my humble opinion, at least 10 times easier to develop an audio game 
than 
 it would in C++. The statement that if one can learn BGT one can directly 
 learn C++ as well is not true. The syntax, sure, but a language is so 
much 
 more than its syntax. C++ itself has none of the advantages that BGT 
offers, 
 and if you need to acquire these you'll be talking an even higher price 
tag 
 and with more work on the part of the programmer as well. And for those 
who 
 want to make free games, the lite version is considerably cheaper.
 
 Kind regards,
 
 Philip Bennefall
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, April 08, 2010 11:37 PM
 Subject: Re: [Audyssey] news Request
 
 
  Hello Tom,
  Actually, $800 is a pretty fair price for a tool like BGT Pro. I think
  your opinion that it is over priced is do to the fact you haven't had
  any experience as a professional software developer. I can tell you
  for a fact that similar tools in the programming market would cost far
  more in comparison.  Especially, if you begin adding up the cost for
  various software products. Here is some things to look at.
 
 
  FMOD Ex (Shareware License) $100.00
  FMOD Ex (Casual License) $3,000.00
  FMOD Ex (Commercial License) $6,000.00
  Play Station SDK $20,000.00
  Visual Studio Standard $299.00
  Visual Studio Professional (without MSDN) $569
  Visual Studio Professional (with MSDN) $1,299.00
  Visual Studio Premium (with MSDN) $2,499.00
 
  Just that alone can run you into thousands of dollars, and we haven't
  even began talking about sounds, music, and voice acting yet. Plus the
  fact BGT is or will be a fully qualified game engine complete with
  scripting,  sound encryption, Sapi support, etc out of the box. If you
  use Visual Studio and say FMOD Ex you are going to pay more and still
  have to write a bunch of that stuff from scratch anyway. Plus if you
  want to support a special game console like Play Station Sony charges
  a wopping $20,000 to license their tools and libraries. So $800 isn't
  a bad price realistically speaking.
  If you are comercially selling your games you will earn back that $800
  pretty quickly.  MOTA grosed more than that during preordering, and
  I'm sure the final release will even earn more.
 
  On 4/8/10, lirin seal11...@gmail.com wrote:
  BTW, how many will be cost BGT? i don't know it is true  or not, but
  i've hear something about 800$.
 
  When i am thinkinh about this price, i am trying to get a question for
  my ansfer.
 
  Firstly, 800$ is a dramatically price from a nightmare, i mean pro
  version of BGT.
 
  Why we must paying for something like that? Okay, we can only paying 
for
  a examples, but for nothing more.
 
  If i can learn BGT, i can learn a C++ language too, so,  where is a
  target to get it?
 
  Sorry for of topic anyway.
 
  On the marked we have tools like that, maybe not for games, but we 
have,
  autohotkey, autoit, etc etc, and we have it for free.
 
 
  Maybe i am not a programmer, and don't know it very well, but for me
  it's something from

Re: [Audyssey] news Request

2010-04-09 Thread Muhammed Deniz
Really, i'm planning to right my city attack game in auto it or Bgt. But you 
see the thing with Bgt is that it could right more complex stuff and other 
tidbits. Now when I create this City attack game and give it out to the 
public, I don't want to here make this a demo as its gonna be a test and the 
actual city attack game would come out. But still, i'm not sure if I shall 
do it. The only problem is that I need good sounds and the like. Though one 
thing that I don't like about the bgt is that their no graphics, which means 
that sited people won'te play this game. Ok, maybe Ann walker and Jason 
Allen would play it, but i'm discussing the ones on the gamefax foroms. So 
if I do this, maybe after that for the graphics i'll port it to auto it and 
do out the graphics. Maybe my sister would do the drawings.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 09, 2010 3:45 AM
Subject: Re: [Audyssey] news Request



Hi,
Definitely. I think people completely forget the fact BGT has a lot of
the hard work done. If a developer has to write something like PB
Streamway, for example, that's going to take time.  DirectSound 8 is
ok, but it has none of the features of Streamway like the support for
compressed file types, sound encryption, and doesn't even have a way
to load PCm wav files without you creating a wrapper class for that
purpose. So right there the audio support in BGT is first rate, and
better than DirectSound by itself.
Another thing that most new BGT users probably don't understand is how
much easier using it is compared to using C/C++ directly. For one
thing you don't have to mess with pointers which are always something
of a pain. Every pointer you asign you have to remember somewhere in
your program to release/destroy it to free up that block of memory.
Most people hear probably have no idea whatI'm talking about, but the
lack of having to deal with pointers is a very good thing for new
programmers.
Also BGT seams to handle strings without worrying about unicode vs
ascii code. that's a good thing, because a C++ application written for
Windows generally gets pretty picky about string types. To pas an
unicode string to a string constant you have to do something like
LPWSTR strText = LHello world!;
which cconverts the words Hello world to unicode and stores it in
the string constant strText. We don't have to worry too much about
that in BGT which makes it much less confusing.
Bottom line, some of these people really have no idea what they are
talking about here. BGT is simple and easy to use which is worth its
wait in gold right there. The builtin features and simplicity of the
scripting language makes it a great tool to use for game development
if you don't have the years of experience as a software developer that
someone like me has.
Then, as I pointed out before professional tools cost money. Visual
Studio itself isn't cheep.  Oh, there is the Express version, which is
free, but it is also a very stripped down version lacking most of the
features and tools you get with  Visual Studio Pro. One of these
additional tools you don't get with Express is Microsoft Advance Setup
Installer which is really the best installation system for Windows.
There is Dotfuscator which helps a developer protect his/her .NET
applications from reverse engineering. On and on we can go. So if you
want to develope a game right and have all the pro tools you are going
to pay some serious big bucks for the tools, and still have to write
your own game engine from scratch. It isn't worth it for someone who
doesn't have that stuff to begin with.

Cheers!

---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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list,
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Re: [Audyssey] news Request

2010-04-09 Thread Kevin Weispfennig
Well, doing graphics with autoit. Neh! It will fail bad bad badly!

- Original Message -
From: Muhammed Deniz muhamme...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Fri, 9 Apr 2010 10:37:57 +0100
Subject: Re: [Audyssey] news Request

 Really, i'm planning to right my city attack game in auto it or Bgt. But 
you 
 see the thing with Bgt is that it could right more complex stuff and 
other 
 tidbits. Now when I create this City attack game and give it out to the 
 public, I don't want to here make this a demo as its gonna be a test and 
the 
 actual city attack game would come out. But still, i'm not sure if I 
shall 
 do it. The only problem is that I need good sounds and the like. Though 
one 
 thing that I don't like about the bgt is that their no graphics, which 
means 
 that sited people won'te play this game. Ok, maybe Ann walker and Jason 
 Allen would play it, but i'm discussing the ones on the gamefax foroms. 
So 
 if I do this, maybe after that for the graphics i'll port it to auto it 
and 
 do out the graphics. Maybe my sister would do the drawings.
 My audio games for the blind group.
 Discussions off topic are welcome in the holidays. Talking about games is 
 welcome, talking about computer problems is welcome when their are know 
 holidays but that's only in easter holidays or know holidays. If you want 
to 
 joyn, just send a blank email to.
 audiogamesfortheblind+subscr...@googlegroups.com
 With the subject subscribe in the subject line.
 Contact infermation.
 email:
 muhamme...@googlemail.com
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 Klango username.
 muhammed
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, April 09, 2010 3:45 AM
 Subject: Re: [Audyssey] news Request
 
 
  Hi,
  Definitely. I think people completely forget the fact BGT has a lot of
  the hard work done. If a developer has to write something like PB
  Streamway, for example, that's going to take time.  DirectSound 8 is
  ok, but it has none of the features of Streamway like the support for
  compressed file types, sound encryption, and doesn't even have a way
  to load PCm wav files without you creating a wrapper class for that
  purpose. So right there the audio support in BGT is first rate, and
  better than DirectSound by itself.
  Another thing that most new BGT users probably don't understand is how
  much easier using it is compared to using C/C++ directly. For one
  thing you don't have to mess with pointers which are always something
  of a pain. Every pointer you asign you have to remember somewhere in
  your program to release/destroy it to free up that block of memory.
  Most people hear probably have no idea whatI'm talking about, but the
  lack of having to deal with pointers is a very good thing for new
  programmers.
  Also BGT seams to handle strings without worrying about unicode vs
  ascii code. that's a good thing, because a C++ application written for
  Windows generally gets pretty picky about string types. To pas an
  unicode string to a string constant you have to do something like
  LPWSTR strText = LHello world!;
  which cconverts the words Hello world to unicode and stores it in
  the string constant strText. We don't have to worry too much about
  that in BGT which makes it much less confusing.
  Bottom line, some of these people really have no idea what they are
  talking about here. BGT is simple and easy to use which is worth its
  wait in gold right there. The builtin features and simplicity of the
  scripting language makes it a great tool to use for game development
  if you don't have the years of experience as a software developer that
  someone like me has.
  Then, as I pointed out before professional tools cost money. Visual
  Studio itself isn't cheep.  Oh, there is the Express version, which is
  free, but it is also a very stripped down version lacking most of the
  features and tools you get with  Visual Studio Pro. One of these
  additional tools you don't get with Express is Microsoft Advance Setup
  Installer which is really the best installation system for Windows.
  There is Dotfuscator which helps a developer protect his/her .NET
  applications from reverse engineering. On and on we can go. So if you
  want to develope a game right and have all the pro tools you are going
  to pay some serious big bucks for the tools, and still have to write
  your own game engine from scratch. It isn't worth it for someone who
  doesn't have that stuff to begin with.
 
  Cheers!
 
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to 
  gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and can be searched and read at
  http://www.mail-archive.com/gam...@audyssey.org.
  If you

Re: [Audyssey] news Request

2010-04-09 Thread Philip Bennefall

Hi Kevin,

Thomas's post was not directed to you; it was a reply to another poster who 
thinks that 800 dollars is something from hell, to quote. Grin. Thomas 
made a very good summary of the benefits of the BGT engine and of the costs 
involved in doing it from scratch, which is what I was responding to.


When I set the pro price, I considered the fact that people would actually 
be making commercial games with the engine and so would in all certainty 
make back that investment on their sales. That is of course assuming that 
they were able to create good games, but one can use the demo and the lite 
version to be sure that the tool is what one is looking for. The lite one 
will only be 65 US dollars and will allow the creation and unlimited 
distribution of freeware, non-commercial games.


Kind regards,

Philip Bennefall
- Original Message - 
From: Kevin Weispfennig kevin.weispfen...@gmx.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 09, 2010 11:15 AM
Subject: Re: [Audyssey] news Request



Hi,

Yes, indeed. I didn't say that is is, over priced, I only said that I 
don't

have enough money, and personally I fully agree with the $800 Price,
because if you looked down the list that thom gave us... OH my! 20
Thousand dollars for the Playstation SDK! But then again the big big
companies like Rockstar games, or Midway, they can afford it because they
make loats and loats of more money than they had to pay. We audio games
developers are mostly 1-programmer-companies, which makes that even
harder. And I think, but this is my personal opinion, that $800 is a
really good price for a game creation toolkit, even sound encryption,
which if phillip makes it like in q9, won't be as easy to hack. Also,
sapi support... Well, in C++ or even in VB6 you have to creat com
objects. But right out of the box, wichout even having to initialize...
Also, let's think for a second how long he programs or sits in front of
his Computer, to make something FOR US. I mean that is just... Well,
yeah. It is awesome. And i bed it is not that easy, because if the code
gets bigger and bigger and you need to change stuff around it is, quiet
hard to find what you are looking for sometimes. I mean if you over
comment then it is not that hard, but it takes far more time. With that
all in Mind I will send this mail.

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Date: Fri, 9 Apr 2010 01:52:05 +0200
Subject: Re: [Audyssey] news Request


Hi Thomas,

Thank you for this long and thorough explanation. I get this question all
the time, as a matter of fact. What one is paying for is not the

scripting,

because as Tom says there are already plenty of scripting engines out

there.

The scripting is merely one of many parts forming the chain that makes

it,

in my humble opinion, at least 10 times easier to develop an audio game

than

it would in C++. The statement that if one can learn BGT one can directly
learn C++ as well is not true. The syntax, sure, but a language is so

much

more than its syntax. C++ itself has none of the advantages that BGT

offers,

and if you need to acquire these you'll be talking an even higher price

tag

and with more work on the part of the programmer as well. And for those

who

want to make free games, the lite version is considerably cheaper.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 08, 2010 11:37 PM
Subject: Re: [Audyssey] news Request


 Hello Tom,
 Actually, $800 is a pretty fair price for a tool like BGT Pro. I think
 your opinion that it is over priced is do to the fact you haven't had
 any experience as a professional software developer. I can tell you
 for a fact that similar tools in the programming market would cost far
 more in comparison.  Especially, if you begin adding up the cost for
 various software products. Here is some things to look at.


 FMOD Ex (Shareware License) $100.00
 FMOD Ex (Casual License) $3,000.00
 FMOD Ex (Commercial License) $6,000.00
 Play Station SDK $20,000.00
 Visual Studio Standard $299.00
 Visual Studio Professional (without MSDN) $569
 Visual Studio Professional (with MSDN) $1,299.00
 Visual Studio Premium (with MSDN) $2,499.00

 Just that alone can run you into thousands of dollars, and we haven't
 even began talking about sounds, music, and voice acting yet. Plus the
 fact BGT is or will be a fully qualified game engine complete with
 scripting,  sound encryption, Sapi support, etc out of the box. If you
 use Visual Studio and say FMOD Ex you are going to pay more and still
 have to write a bunch of that stuff from scratch anyway. Plus if you
 want to support a special game console like Play Station Sony charges
 a wopping $20,000 to license their tools and libraries. So $800 isn't
 a bad price realistically speaking.
 If you

Re: [Audyssey] news Request

2010-04-09 Thread Muhammed Deniz

Then maybe with Vb6. Jim, does graphics work on Vb6?
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Kevin Weispfennig kevin.weispfen...@gmx.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 09, 2010 10:54 AM
Subject: Re: [Audyssey] news Request



Well, doing graphics with autoit. Neh! It will fail bad bad badly!

- Original Message -
From: Muhammed Deniz muhamme...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Fri, 9 Apr 2010 10:37:57 +0100
Subject: Re: [Audyssey] news Request


Really, i'm planning to right my city attack game in auto it or Bgt. But

you

see the thing with Bgt is that it could right more complex stuff and

other

tidbits. Now when I create this City attack game and give it out to the
public, I don't want to here make this a demo as its gonna be a test and

the

actual city attack game would come out. But still, i'm not sure if I

shall

do it. The only problem is that I need good sounds and the like. Though

one

thing that I don't like about the bgt is that their no graphics, which

means

that sited people won'te play this game. Ok, maybe Ann walker and Jason
Allen would play it, but i'm discussing the ones on the gamefax foroms.

So

if I do this, maybe after that for the graphics i'll port it to auto it

and

do out the graphics. Maybe my sister would do the drawings.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is
welcome, talking about computer problems is welcome when their are know
holidays but that's only in easter holidays or know holidays. If you want

to

joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 09, 2010 3:45 AM
Subject: Re: [Audyssey] news Request


 Hi,
 Definitely. I think people completely forget the fact BGT has a lot of
 the hard work done. If a developer has to write something like PB
 Streamway, for example, that's going to take time.  DirectSound 8 is
 ok, but it has none of the features of Streamway like the support for
 compressed file types, sound encryption, and doesn't even have a way
 to load PCm wav files without you creating a wrapper class for that
 purpose. So right there the audio support in BGT is first rate, and
 better than DirectSound by itself.
 Another thing that most new BGT users probably don't understand is how
 much easier using it is compared to using C/C++ directly. For one
 thing you don't have to mess with pointers which are always something
 of a pain. Every pointer you asign you have to remember somewhere in
 your program to release/destroy it to free up that block of memory.
 Most people hear probably have no idea whatI'm talking about, but the
 lack of having to deal with pointers is a very good thing for new
 programmers.
 Also BGT seams to handle strings without worrying about unicode vs
 ascii code. that's a good thing, because a C++ application written for
 Windows generally gets pretty picky about string types. To pas an
 unicode string to a string constant you have to do something like
 LPWSTR strText = LHello world!;
 which cconverts the words Hello world to unicode and stores it in
 the string constant strText. We don't have to worry too much about
 that in BGT which makes it much less confusing.
 Bottom line, some of these people really have no idea what they are
 talking about here. BGT is simple and easy to use which is worth its
 wait in gold right there. The builtin features and simplicity of the
 scripting language makes it a great tool to use for game development
 if you don't have the years of experience as a software developer that
 someone like me has.
 Then, as I pointed out before professional tools cost money. Visual
 Studio itself isn't cheep.  Oh, there is the Express version, which is
 free, but it is also a very stripped down version lacking most of the
 features and tools you get with  Visual Studio Pro. One of these
 additional tools you don't get with Express is Microsoft Advance Setup
 Installer which is really the best installation system for Windows.
 There is Dotfuscator which helps a developer protect his/her .NET

Re: [Audyssey] news Request

2010-04-09 Thread Muhammed Deniz
For the person that which said this, I would recomend for the pro version 
that when the price toens down alittle, then buy the pro version.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 09, 2010 11:05 AM
Subject: Re: [Audyssey] news Request



Hi Kevin,

Thomas's post was not directed to you; it was a reply to another poster 
who thinks that 800 dollars is something from hell, to quote. Grin. 
Thomas made a very good summary of the benefits of the BGT engine and of 
the costs involved in doing it from scratch, which is what I was 
responding to.


When I set the pro price, I considered the fact that people would actually 
be making commercial games with the engine and so would in all certainty 
make back that investment on their sales. That is of course assuming that 
they were able to create good games, but one can use the demo and the lite 
version to be sure that the tool is what one is looking for. The lite one 
will only be 65 US dollars and will allow the creation and unlimited 
distribution of freeware, non-commercial games.


Kind regards,

Philip Bennefall
- Original Message - 
From: Kevin Weispfennig kevin.weispfen...@gmx.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 09, 2010 11:15 AM
Subject: Re: [Audyssey] news Request



Hi,

Yes, indeed. I didn't say that is is, over priced, I only said that I 
don't

have enough money, and personally I fully agree with the $800 Price,
because if you looked down the list that thom gave us... OH my! 20
Thousand dollars for the Playstation SDK! But then again the big big
companies like Rockstar games, or Midway, they can afford it because they
make loats and loats of more money than they had to pay. We audio games
developers are mostly 1-programmer-companies, which makes that even
harder. And I think, but this is my personal opinion, that $800 is a
really good price for a game creation toolkit, even sound encryption,
which if phillip makes it like in q9, won't be as easy to hack. Also,
sapi support... Well, in C++ or even in VB6 you have to creat com
objects. But right out of the box, wichout even having to initialize...
Also, let's think for a second how long he programs or sits in front of
his Computer, to make something FOR US. I mean that is just... Well,
yeah. It is awesome. And i bed it is not that easy, because if the code
gets bigger and bigger and you need to change stuff around it is, quiet
hard to find what you are looking for sometimes. I mean if you over
comment then it is not that hard, but it takes far more time. With that
all in Mind I will send this mail.

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Date: Fri, 9 Apr 2010 01:52:05 +0200
Subject: Re: [Audyssey] news Request


Hi Thomas,

Thank you for this long and thorough explanation. I get this question 
all

the time, as a matter of fact. What one is paying for is not the

scripting,

because as Tom says there are already plenty of scripting engines out

there.

The scripting is merely one of many parts forming the chain that makes

it,

in my humble opinion, at least 10 times easier to develop an audio game

than
it would in C++. The statement that if one can learn BGT one can 
directly

learn C++ as well is not true. The syntax, sure, but a language is so

much

more than its syntax. C++ itself has none of the advantages that BGT

offers,

and if you need to acquire these you'll be talking an even higher price

tag

and with more work on the part of the programmer as well. And for those

who

want to make free games, the lite version is considerably cheaper.

Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 08, 2010 11:37 PM
Subject: Re: [Audyssey] news Request


 Hello Tom,
 Actually, $800 is a pretty fair price for a tool like BGT Pro. I think
 your opinion that it is over priced is do to the fact you haven't had
 any experience as a professional software developer. I can tell you
 for a fact that similar tools in the programming market would cost far
 more in comparison.  Especially, if you begin adding up the cost for
 various software products. Here is some things to look at.


 FMOD Ex (Shareware License) $100.00
 FMOD Ex (Casual License

Re: [Audyssey] news Request

2010-04-09 Thread Kevin Weispfennig
Hi phillip,

Yes I saw that that is was not mentioned directly to me, I just wanted to 
tell ya'll my mind. *smiles*

Regards,

Kevin

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Date: Fri, 9 Apr 2010 12:05:59 +0200
Subject: Re: [Audyssey] news Request

 Hi Kevin,
 
 Thomas's post was not directed to you; it was a reply to another poster 
who 
 thinks that 800 dollars is something from hell, to quote. Grin. Thomas 
 made a very good summary of the benefits of the BGT engine and of the 
costs 
 involved in doing it from scratch, which is what I was responding to.
 
 When I set the pro price, I considered the fact that people would 
actually 
 be making commercial games with the engine and so would in all certainty 
 make back that investment on their sales. That is of course assuming that 
 they were able to create good games, but one can use the demo and the 
lite 
 version to be sure that the tool is what one is looking for. The lite one 
 will only be 65 US dollars and will allow the creation and unlimited 
 distribution of freeware, non-commercial games.
 
 Kind regards,
 
 Philip Bennefall
 - Original Message - 
 From: Kevin Weispfennig kevin.weispfen...@gmx.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, April 09, 2010 11:15 AM
 Subject: Re: [Audyssey] news Request
 
 
  Hi,
 
  Yes, indeed. I didn't say that is is, over priced, I only said that I 
  don't
  have enough money, and personally I fully agree with the $800 Price,
  because if you looked down the list that thom gave us... OH my! 20
  Thousand dollars for the Playstation SDK! But then again the big big
  companies like Rockstar games, or Midway, they can afford it because 
they
  make loats and loats of more money than they had to pay. We audio games
  developers are mostly 1-programmer-companies, which makes that even
  harder. And I think, but this is my personal opinion, that $800 is a
  really good price for a game creation toolkit, even sound encryption,
  which if phillip makes it like in q9, won't be as easy to hack. Also,
  sapi support... Well, in C++ or even in VB6 you have to creat com
  objects. But right out of the box, wichout even having to initialize...
  Also, let's think for a second how long he programs or sits in front of
  his Computer, to make something FOR US. I mean that is just... Well,
  yeah. It is awesome. And i bed it is not that easy, because if the code
  gets bigger and bigger and you need to change stuff around it is, quiet
  hard to find what you are looking for sometimes. I mean if you over
  comment then it is not that hard, but it takes far more time. With that
  all in Mind I will send this mail.
 
  - Original Message -
  From: Philip Bennefall phi...@blastbay.com
  To: Gamers Discussion list gamers@audyssey.org
  Date: Fri, 9 Apr 2010 01:52:05 +0200
  Subject: Re: [Audyssey] news Request
 
  Hi Thomas,
 
  Thank you for this long and thorough explanation. I get this question 
all
  the time, as a matter of fact. What one is paying for is not the
  scripting,
  because as Tom says there are already plenty of scripting engines out
  there.
  The scripting is merely one of many parts forming the chain that makes
  it,
  in my humble opinion, at least 10 times easier to develop an audio game
  than
  it would in C++. The statement that if one can learn BGT one can 
directly
  learn C++ as well is not true. The syntax, sure, but a language is so
  much
  more than its syntax. C++ itself has none of the advantages that BGT
  offers,
  and if you need to acquire these you'll be talking an even higher price
  tag
  and with more work on the part of the programmer as well. And for those
  who
  want to make free games, the lite version is considerably cheaper.
 
  Kind regards,
 
  Philip Bennefall
  - Original Message - 
  From: Thomas Ward thomasward1...@gmail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Thursday, April 08, 2010 11:37 PM
  Subject: Re: [Audyssey] news Request
 
 
   Hello Tom,
   Actually, $800 is a pretty fair price for a tool like BGT Pro. I 
think
   your opinion that it is over priced is do to the fact you haven't had
   any experience as a professional software developer. I can tell you
   for a fact that similar tools in the programming market would cost 
far
   more in comparison.  Especially, if you begin adding up the cost for
   various software products. Here is some things to look at.
  
  
   FMOD Ex (Shareware License) $100.00
   FMOD Ex (Casual License) $3,000.00
   FMOD Ex (Commercial License) $6,000.00
   Play Station SDK $20,000.00
   Visual Studio Standard $299.00
   Visual Studio Professional (without MSDN) $569
   Visual Studio Professional (with MSDN) $1,299.00
   Visual Studio Premium (with MSDN) $2,499.00
  
   Just that alone can run you into thousands of dollars, and we haven't
   even began talking about sounds, music, and voice

Re: [Audyssey] news Request

2010-04-09 Thread Thomas Ward
Hi Kevin,
No doubt about it writing a tool like BGT is a major undertaking for
one or two people. I spent three/four months converting my game
creation toolkit, Genesis 3D, from C# .NET to C++ and in many ways it
still isn't finished.  The only reason I was able to do it that
quickly is because C# is similar to C++ and I only had to make
modifications to the code and not rewrite everything from absolute
scratch. That saved me time as well as I didn't have to do as much
debugging and testing as I might have.
When I wrote the engine from scratch in C# it took me two years to get
it to where it was with Mysteries of the Ancients beta 10. That's a
lot of time and work worth saving if you can cut a corner do it.  Had
BGT been out before I started Genesis I may very well have purchased
it for USA Games just because of its features. $800 is a lot, but not
compared to what I would be earning releasing games every few months.

On 4/9/10, Kevin Weispfennig kevin.weispfen...@gmx.net wrote:
 Hi,

 Yes, indeed. I didn't say that is is, over priced, I only said that I don't
 have enough money, and personally I fully agree with the $800 Price,
 because if you looked down the list that thom gave us... OH my! 20
 Thousand dollars for the Playstation SDK! But then again the big big
 companies like Rockstar games, or Midway, they can afford it because they
 make loats and loats of more money than they had to pay. We audio games
 developers are mostly 1-programmer-companies, which makes that even
 harder. And I think, but this is my personal opinion, that $800 is a
 really good price for a game creation toolkit, even sound encryption,
 which if phillip makes it like in q9, won't be as easy to hack. Also,
 sapi support... Well, in C++ or even in VB6 you have to creat com
 objects. But right out of the box, wichout even having to initialize...
 Also, let's think for a second how long he programs or sits in front of
 his Computer, to make something FOR US. I mean that is just... Well,
 yeah. It is awesome. And i bed it is not that easy, because if the code
 gets bigger and bigger and you need to change stuff around it is, quiet
 hard to find what you are looking for sometimes. I mean if you over
 comment then it is not that hard, but it takes far more time. With that
 all in Mind I will send this mail.

---
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Re: [Audyssey] news Request

2010-04-09 Thread Thomas Ward
Hi Muhammed,
Yes, but you have to use the DirectX 8 graphics libraries like
DirectDraw. It goes without saying DirectDraw itself is ancient and
most games today use Direct3D 9, 10, or 11.


On 4/9/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Then maybe with Vb6. Jim, does graphics work on Vb6?

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Re: [Audyssey] news Request

2010-04-09 Thread Muhammed Deniz

Hi Thomas,
yeah. But I need people that which could do good drawings. Such as the 6th 
level when you have to fight the 3 boss's. Though, their's another surprise 
at the end!

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, April 09, 2010 4:12 PM
Subject: Re: [Audyssey] news Request



Hi Muhammed,
Yes, but you have to use the DirectX 8 graphics libraries like
DirectDraw. It goes without saying DirectDraw itself is ancient and
most games today use Direct3D 9, 10, or 11.


On 4/9/10, Muhammed Deniz muhamme...@googlemail.com wrote:

Then maybe with Vb6. Jim, does graphics work on Vb6?


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Re: [Audyssey] news Request

2010-04-08 Thread Jacob Kruger
Well, will just say, any of my 'attempts' are still somewhat/rather 
experimental.


If I (ever) actually finish off a game as such, I'll let you know, since at 
this stage am just posting them here as examples, and also in case anyone 
has feedback/suggestions, etc.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

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

To: Gamers@audyssey.org
Sent: Thursday, April 08, 2010 8:00 AM
Subject: [Audyssey] news Request



Hi.

With the bgt just releasd, lots of clever people are making games,   
which is obviously good.


The only problem is, as news hound for audiogames.net, I'm not precisely 
certain at what point people want the games reported on the front of 
audiogames.net as news items, and at what point their just private betas 
shown off on this list.


This has occasionally also happened on the audiogames.net forum, when 
someone has posted a comparatively unfinished version of a game (often a 
programming example or first attempt game which is more like a programming 
example).


so, could people please let me know if their posting bgt projects as just 
work in progress type affairs, or whether they want them considdered as at 
least public beta status and therefore needing reporting and eventually 
adding to the database.


Beware the grue!

Dark.
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Re: [Audyssey] news Request

2010-04-08 Thread Muhammed Deniz

My ones are only for little tests.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 08, 2010 8:12 AM
Subject: Re: [Audyssey] news Request


Well, will just say, any of my 'attempts' are still somewhat/rather 
experimental.


If I (ever) actually finish off a game as such, I'll let you know, since 
at this stage am just posting them here as examples, and also in case 
anyone has feedback/suggestions, etc.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

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

To: Gamers@audyssey.org
Sent: Thursday, April 08, 2010 8:00 AM
Subject: [Audyssey] news Request



Hi.

With the bgt just releasd, lots of clever people are making games,   
which is obviously good.


The only problem is, as news hound for audiogames.net, I'm not precisely 
certain at what point people want the games reported on the front of 
audiogames.net as news items, and at what point their just private betas 
shown off on this list.


This has occasionally also happened on the audiogames.net forum, when 
someone has posted a comparatively unfinished version of a game (often a 
programming example or first attempt game which is more like a 
programming example).


so, could people please let me know if their posting bgt projects as just 
work in progress type affairs, or whether they want them considdered as 
at least public beta status and therefore needing reporting and 
eventually adding to the database.


Beware the grue!

Dark.
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Re: [Audyssey] news Request

2010-04-08 Thread dark
That's what I suspected myself, hence the question, but as people are doing 
this with the bgt in general I thought it'd be worth asking.


Beware the grue!

Dark.
- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 08, 2010 8:12 AM
Subject: Re: [Audyssey] news Request


Well, will just say, any of my 'attempts' are still somewhat/rather 
experimental.


If I (ever) actually finish off a game as such, I'll let you know, since 
at this stage am just posting them here as examples, and also in case 
anyone has feedback/suggestions, etc.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

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

To: Gamers@audyssey.org
Sent: Thursday, April 08, 2010 8:00 AM
Subject: [Audyssey] news Request



Hi.

With the bgt just releasd, lots of clever people are making games,   
which is obviously good.


The only problem is, as news hound for audiogames.net, I'm not precisely 
certain at what point people want the games reported on the front of 
audiogames.net as news items, and at what point their just private betas 
shown off on this list.


This has occasionally also happened on the audiogames.net forum, when 
someone has posted a comparatively unfinished version of a game (often a 
programming example or first attempt game which is more like a 
programming example).


so, could people please let me know if their posting bgt projects as just 
work in progress type affairs, or whether they want them considdered as 
at least public beta status and therefore needing reporting and 
eventually adding to the database.


Beware the grue!

Dark.
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Re: [Audyssey] news Request

2010-04-08 Thread Thomas Ward
Hi Dark,
One thing that might help is to consider here that BGT itself is in
beta testing. Therefore anything currently being created using it is
likewise a work in progress. Some of the new games are for the most
part just practice appplications or scripts at this point. Were I you
I wouldn't really consider them news worthy until they are stable,
built using the full BGT engine, and can be compiled into
redistributable files. However, thisis just my opinion based on my own
view of professionalism here.


On 4/8/10, dark d...@xgam.org wrote:
 Hi.

 With the bgt just releasd, lots of clever people are making games, 
 which is obviously good.

 The only problem is, as news hound for audiogames.net, I'm not precisely
 certain at what point people want the games reported on the front of
 audiogames.net as news items, and at what point their just private betas
 shown off on this list.

 This has occasionally also happened on the audiogames.net forum, when
 someone has posted a comparatively unfinished version of a game (often a
 programming example or first attempt game which is more like a programming
 example).

 so, could people please let me know if their posting bgt projects as just
 work in progress type affairs, or whether they want them considdered as at
 least public beta status and therefore needing reporting and eventually
 adding to the database.

 Beware the grue!

 Dark.
 ---
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Re: [Audyssey] news Request

2010-04-08 Thread Philip Bennefall

Hi Thomas,

I tend to agree. While some of the things being created by BGT users 
certainly are of high quality, they obviously cannot yet function without 
the BGT engine being present on the user's system. This is a serious 
drawback for anything that is to be professionally distributed. Besides, BGT 
will be able to do so much more in the 1.0 release so that the functionality 
that is currently present can be considered fairly limited in comparison to 
what will come.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 08, 2010 7:53 PM
Subject: Re: [Audyssey] news Request



Hi Dark,
One thing that might help is to consider here that BGT itself is in
beta testing. Therefore anything currently being created using it is
likewise a work in progress. Some of the new games are for the most
part just practice appplications or scripts at this point. Were I you
I wouldn't really consider them news worthy until they are stable,
built using the full BGT engine, and can be compiled into
redistributable files. However, thisis just my opinion based on my own
view of professionalism here.


On 4/8/10, dark d...@xgam.org wrote:

Hi.

With the bgt just releasd, lots of clever people are making games, 
which is obviously good.

The only problem is, as news hound for audiogames.net, I'm not precisely
certain at what point people want the games reported on the front of
audiogames.net as news items, and at what point their just private betas
shown off on this list.

This has occasionally also happened on the audiogames.net forum, when
someone has posted a comparatively unfinished version of a game (often a
programming example or first attempt game which is more like a 
programming

example).

so, could people please let me know if their posting bgt projects as just
work in progress type affairs, or whether they want them considdered as 
at

least public beta status and therefore needing reporting and eventually
adding to the database.

Beware the grue!

Dark.
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Re: [Audyssey] news Request

2010-04-08 Thread dark
Fair enough then, I did think this was the case but thought I ought to 
check.


Generally, I don't mind posting public betas, but there has to be a certain 
quality to them, so that would make sense.


it will also though make life easier when bgt can do solo compiling of one 
sort or another, sinse then when people think they've got something vaguely 
playable, they can compile it,  sort of like gift wrapping for the 
general public.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 08, 2010 6:58 PM
Subject: Re: [Audyssey] news Request



Hi Thomas,

I tend to agree. While some of the things being created by BGT users 
certainly are of high quality, they obviously cannot yet function without 
the BGT engine being present on the user's system. This is a serious 
drawback for anything that is to be professionally distributed. Besides, 
BGT will be able to do so much more in the 1.0 release so that the 
functionality that is currently present can be considered fairly limited 
in comparison to what will come.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 08, 2010 7:53 PM
Subject: Re: [Audyssey] news Request



Hi Dark,
One thing that might help is to consider here that BGT itself is in
beta testing. Therefore anything currently being created using it is
likewise a work in progress. Some of the new games are for the most
part just practice appplications or scripts at this point. Were I you
I wouldn't really consider them news worthy until they are stable,
built using the full BGT engine, and can be compiled into
redistributable files. However, thisis just my opinion based on my own
view of professionalism here.


On 4/8/10, dark d...@xgam.org wrote:

Hi.

With the bgt just releasd, lots of clever people are making games, 
which is obviously good.

The only problem is, as news hound for audiogames.net, I'm not precisely
certain at what point people want the games reported on the front of
audiogames.net as news items, and at what point their just private betas
shown off on this list.

This has occasionally also happened on the audiogames.net forum, when
someone has posted a comparatively unfinished version of a game (often a
programming example or first attempt game which is more like a 
programming

example).

so, could people please let me know if their posting bgt projects as 
just
work in progress type affairs, or whether they want them considdered as 
at

least public beta status and therefore needing reporting and eventually
adding to the database.

Beware the grue!

Dark.
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Re: [Audyssey] news Request

2010-04-08 Thread lirin
BTW, how many will be cost BGT? i don't know it is true  or not, but 
i've hear something about 800$.


When i am thinkinh about this price, i am trying to get a question for 
my ansfer.


Firstly, 800$ is a dramatically price from a nightmare, i mean pro 
version of BGT.


Why we must paying for something like that? Okay, we can only paying for 
a examples, but for nothing more.


If i can learn BGT, i can learn a C++ language too, so,  where is a 
target to get it?


Sorry for of topic anyway.

On the marked we have tools like that, maybe not for games, but we have, 
autohotkey, autoit, etc etc, and we have it for free.



Maybe i am not a programmer, and don't know it very well, but for me 
it's something from hell, with full of respect.



Tom

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Re: [Audyssey] news Request

2010-04-08 Thread Thomas Ward
Hello Tom,
Actually, $800 is a pretty fair price for a tool like BGT Pro. I think
your opinion that it is over priced is do to the fact you haven't had
any experience as a professional software developer. I can tell you
for a fact that similar tools in the programming market would cost far
more in comparison.  Especially, if you begin adding up the cost for
various software products. Here is some things to look at.


FMOD Ex (Shareware License) $100.00
FMOD Ex (Casual License) $3,000.00
FMOD Ex (Commercial License) $6,000.00
Play Station SDK $20,000.00
Visual Studio Standard $299.00
Visual Studio Professional (without MSDN) $569
Visual Studio Professional (with MSDN) $1,299.00
Visual Studio Premium (with MSDN) $2,499.00

Just that alone can run you into thousands of dollars, and we haven't
even began talking about sounds, music, and voice acting yet. Plus the
fact BGT is or will be a fully qualified game engine complete with
scripting,  sound encryption, Sapi support, etc out of the box. If you
use Visual Studio and say FMOD Ex you are going to pay more and still
have to write a bunch of that stuff from scratch anyway. Plus if you
want to support a special game console like Play Station Sony charges
a wopping $20,000 to license their tools and libraries. So $800 isn't
a bad price realistically speaking.
If you are comercially selling your games you will earn back that $800
pretty quickly.  MOTA grosed more than that during preordering, and
I'm sure the final release will even earn more.

On 4/8/10, lirin seal11...@gmail.com wrote:
 BTW, how many will be cost BGT? i don't know it is true  or not, but
 i've hear something about 800$.

 When i am thinkinh about this price, i am trying to get a question for
 my ansfer.

 Firstly, 800$ is a dramatically price from a nightmare, i mean pro
 version of BGT.

 Why we must paying for something like that? Okay, we can only paying for
 a examples, but for nothing more.

 If i can learn BGT, i can learn a C++ language too, so,  where is a
 target to get it?

 Sorry for of topic anyway.

 On the marked we have tools like that, maybe not for games, but we have,
 autohotkey, autoit, etc etc, and we have it for free.


 Maybe i am not a programmer, and don't know it very well, but for me
 it's something from hell, with full of respect.


 Tom

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


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Re: [Audyssey] news Request

2010-04-08 Thread Philip Bennefall

Hi Thomas,

Thank you for this long and thorough explanation. I get this question all 
the time, as a matter of fact. What one is paying for is not the scripting, 
because as Tom says there are already plenty of scripting engines out there. 
The scripting is merely one of many parts forming the chain that makes it, 
in my humble opinion, at least 10 times easier to develop an audio game than 
it would in C++. The statement that if one can learn BGT one can directly 
learn C++ as well is not true. The syntax, sure, but a language is so much 
more than its syntax. C++ itself has none of the advantages that BGT offers, 
and if you need to acquire these you'll be talking an even higher price tag 
and with more work on the part of the programmer as well. And for those who 
want to make free games, the lite version is considerably cheaper.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 08, 2010 11:37 PM
Subject: Re: [Audyssey] news Request



Hello Tom,
Actually, $800 is a pretty fair price for a tool like BGT Pro. I think
your opinion that it is over priced is do to the fact you haven't had
any experience as a professional software developer. I can tell you
for a fact that similar tools in the programming market would cost far
more in comparison.  Especially, if you begin adding up the cost for
various software products. Here is some things to look at.


FMOD Ex (Shareware License) $100.00
FMOD Ex (Casual License) $3,000.00
FMOD Ex (Commercial License) $6,000.00
Play Station SDK $20,000.00
Visual Studio Standard $299.00
Visual Studio Professional (without MSDN) $569
Visual Studio Professional (with MSDN) $1,299.00
Visual Studio Premium (with MSDN) $2,499.00

Just that alone can run you into thousands of dollars, and we haven't
even began talking about sounds, music, and voice acting yet. Plus the
fact BGT is or will be a fully qualified game engine complete with
scripting,  sound encryption, Sapi support, etc out of the box. If you
use Visual Studio and say FMOD Ex you are going to pay more and still
have to write a bunch of that stuff from scratch anyway. Plus if you
want to support a special game console like Play Station Sony charges
a wopping $20,000 to license their tools and libraries. So $800 isn't
a bad price realistically speaking.
If you are comercially selling your games you will earn back that $800
pretty quickly.  MOTA grosed more than that during preordering, and
I'm sure the final release will even earn more.

On 4/8/10, lirin seal11...@gmail.com wrote:

BTW, how many will be cost BGT? i don't know it is true  or not, but
i've hear something about 800$.

When i am thinkinh about this price, i am trying to get a question for
my ansfer.

Firstly, 800$ is a dramatically price from a nightmare, i mean pro
version of BGT.

Why we must paying for something like that? Okay, we can only paying for
a examples, but for nothing more.

If i can learn BGT, i can learn a C++ language too, so,  where is a
target to get it?

Sorry for of topic anyway.

On the marked we have tools like that, maybe not for games, but we have,
autohotkey, autoit, etc etc, and we have it for free.


Maybe i am not a programmer, and don't know it very well, but for me
it's something from hell, with full of respect.


Tom

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Re: [Audyssey] news Request

2010-04-08 Thread Thomas Ward
Hi,
Definitely. I think people completely forget the fact BGT has a lot of
the hard work done. If a developer has to write something like PB
Streamway, for example, that's going to take time.  DirectSound 8 is
ok, but it has none of the features of Streamway like the support for
compressed file types, sound encryption, and doesn't even have a way
to load PCm wav files without you creating a wrapper class for that
purpose. So right there the audio support in BGT is first rate, and
better than DirectSound by itself.
Another thing that most new BGT users probably don't understand is how
much easier using it is compared to using C/C++ directly. For one
thing you don't have to mess with pointers which are always something
of a pain. Every pointer you asign you have to remember somewhere in
your program to release/destroy it to free up that block of memory.
Most people hear probably have no idea whatI'm talking about, but the
lack of having to deal with pointers is a very good thing for new
programmers.
Also BGT seams to handle strings without worrying about unicode vs
ascii code. that's a good thing, because a C++ application written for
Windows generally gets pretty picky about string types. To pas an
unicode string to a string constant you have to do something like
LPWSTR strText = LHello world!;
which cconverts the words Hello world to unicode and stores it in
the string constant strText. We don't have to worry too much about
that in BGT which makes it much less confusing.
Bottom line, some of these people really have no idea what they are
talking about here. BGT is simple and easy to use which is worth its
wait in gold right there. The builtin features and simplicity of the
scripting language makes it a great tool to use for game development
if you don't have the years of experience as a software developer that
someone like me has.
Then, as I pointed out before professional tools cost money. Visual
Studio itself isn't cheep.  Oh, there is the Express version, which is
free, but it is also a very stripped down version lacking most of the
features and tools you get with  Visual Studio Pro. One of these
additional tools you don't get with Express is Microsoft Advance Setup
Installer which is really the best installation system for Windows.
There is Dotfuscator which helps a developer protect his/her .NET
applications from reverse engineering. On and on we can go. So if you
want to develope a game right and have all the pro tools you are going
to pay some serious big bucks for the tools, and still have to write
your own game engine from scratch. It isn't worth it for someone who
doesn't have that stuff to begin with.

Cheers!

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