Hi,
And, I don't know how hard this would be but you can make scripts with built
in functions then use include statements, and there are your functions! I
don't really know if that's what you're after here (Itteration has always
been my weak point programming wise, just above arrays), but otherwise,
that's a very workable solution.
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of valiant8086
Sent: Monday, April 12, 2010 11:19 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!

Hi.
Thanks. Actually, I don't know anything about the pricing. I don't know 
where that all came from, as I didn't read any numbers on here from 
Blastbay, just other people suddenly started talking about 800 dollars. 
Guess I missed it somehow. So are there going to be more than two different 
versions or are we really not sure what the pricing will be at this point.

----- Original Message ----- 
From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Monday, April 12, 2010 10:45 PM
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!


> Hi,
> Remember there is always the light version for something like $65?
> Best Regards,
> Hayden
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of valiant8086
> Sent: Monday, April 12, 2010 9:30 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] BGT Beta Version 0.2 released!
>
> Hi.
> I haven't downloaded and messed with this any, but it looks like I might
> possibly be able to begin using this now. It's just going to be really 
> tough
>
> writing all this in one document. Going to get confusing. The issue is
> attempting to figure out how to process speech files while trying to run
> other code without skipping a beat clock wise. Darn, multithreading or co
> processing or what ever that term is would really shine in this situation.
>
> I probably will have to write the voiceover script and then figure out how
> to make it so that it can be pasted into the main loop of a program 
> instead
> of using it's own loop. Worse case senario is I write it, then if I fail 
> to
> figure that out, ask for help from you or someone else who might know on
> including it in a main loop.
>
> Now that you've impliminted length and position properties, asuming when I
> go trying to use them they turn out to be fast and reliable enough I 
> should
> be able to make a ridiculously pause free sounding voiceover script. I
> imagine if I ever get it done I could submit it for other bgt users and 
> just
>
> ask that my name gets put in somewhere for my efforts on it.
>
> Starting to get a bit pumped up. I think some day I'm going to be able to
> produce stuff using BGT.
>
> Regarding licensing, have you thought about some sort of shaired revenue
> type setup? This concept would be if I write a game and I sell say 11
> coppies of it, for 25 dollars each, there's a contract/agreement that goes
> with the particular license I elected for that says you get say 10 15 20 
> 25
> what ever percent of my profit. Let's say it's 20 percent for now, 11
> coppies times 25 dollars would be 275 dollars total. 20 percent of 275 is 
> 55
>
> dollars? So you'd get 55 and I'd get 190 some. Hopefully I'd sell a lot 
> more
>
> than 11 coppies. Just wondered about that, could help in situations where
> people don't want to pay 800 dollars to get it.
>
> Me personally I don't know anything about whether 800 is too high or too
> low, understanding it's a one time thing. I suppose a person could use the
> free version to write the game without compiler support, and if they know
> it's going to doo well somehow they can buy the license. Not sure how 
> that's
>
> going to work. With thaqt 800 dollar senario, if I wrote a game and tried 
> to
>
> sell it for 25 dollars, I would have to sell 32 coppies of it just to 
> brake
> even on the first game. After that it'd be all up hill I suppose, except
> maybe paying for sound libraries and that sort of thing.
>
>
> ----- Original Message ----- 
> From: "Philip Bennefall" <phi...@blastbay.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Saturday, April 10, 2010 8:49 PM
> Subject: [Audyssey] BGT Beta Version 0.2 released!
>
>
>> Hi all,
>>
>> After roughly a month of intensive work, I am very pleased to announce 
>> the
>
>> availability of BGT beta version 0.2. The new changes are as follows:
>>
>> * Updated the script interpreter to the latest version which fixes some
>> more bugs found by users.
>> * File reading and writing support has been added, both for binary and
>> text files.
>> * Properties to get the current position and total length of a sound have
>> been added to the sound object, along with a method to set the position 
>> as
>
>> well.
>> * Partial support for Microsoft Sapi 5.1 text to speech has been added.
>> * A fully featured waveform tone generator has been added which allows 
>> the
>
>> creation of musical compositions using sine, sawtooth and square waves.
>> * Fixed a few minor errors in the tutorial.
>> * The error edit control now uses word wrap rather than a scroll bar.
>> * Switched from the MinGw C++ compiler to Visual Studio 2008, which 
>> brings
>
>> us up to date with all the latest Microsoft features, and which also
>> produces an executable that is roughly 400 kb smaller and runs
>> considerably faster.
>> * Fixed a few object methods where I had forgotten to set the global 
>> error
>
>> flag based on the results.
>>
>> The beta can be found in the same location as version 0.1, which is to
>> say:
>> http://www.blastbay.com/bgt_beta_setup.exe.
>>
>> Enjoy, and let me know how it goes!
>>
>> Kind regards,
>>
>> Philip Bennefall
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