ah no smile i meant pre-orders for that soon?
wink
fair point, fair point re releasing the source code

On Nov 16, 2011, at 7:32 PM, Philip Bennefall wrote:

> Perilous Hearts is indeed the next project I intend to complete. Though since 
> I want to make it commercial, it would not be such a hot idea to release the 
> source code. Grin.
> 
> Kind regards,
> 
> Philip Bennefall
> ----- Original Message ----- From: "william lomas" <will.d.lo...@gmail.com>
> To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, November 16, 2011 8:21 PM
> Subject: Re: [Audyssey] BGT Version 1.1 Released!
> 
> 
> periless hearts then soon?
> can we look at that code by the way since i guess it uses the new path 
> finding AI?
> 
> On Nov 16, 2011, at 7:13 PM, Philip Bennefall wrote:
> 
>> Hi Dark,
>> 
>> I'm pleased to hear of your prioritizing dilemma! Smirk. Nah but seriously, 
>> I'm really glad you like the new stuff. There is indeed a new tutorial about 
>> pathfinding in particular, written by a good friend of mine. He did an 
>> excellent job with it, in my opinion. It's found in the tutorials section 
>> along with the others. While it's not quite for beginners, meaning you do 
>> need to know the language a bit before attempting to work with it, it still 
>> explains things from the ground up.
>> 
>> Kind regards,
>> 
>> Philip Bennefall
>> ----- Original Message ----- From: "dark" <d...@xgam.org>
>> To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
>> Sent: Wednesday, November 16, 2011 8:08 PM
>> Subject: Re: [Audyssey] BGT Version 1.1 Released!
>> 
>> 
>> Hi Philip this is great!
>> 
>> When my phd is done, i'll start on bgt, so it's awsome to here about the
>> changelog. I'm especially pleased with the sapi changes, sinse eventually
>> I'd love to write an rpg probably using sapi, though of course being as I
>> won't even start coding for another 10 months or so, there will probably be
>> major changes too :D.
>> 
>> Just one question, have you updated any of the tutorials yet? I've been
>> reading through the textual ones just to wrap my brain around some of the
>> concepts (and have to actually resist the urge to start playing sinse I know
>> if I start I won't stop), but with these pathfinder ai to output
>> considdering that several of these sound pretty major changes and ones I'll
>> want to use myself in games, it'd be nice to have them explained at a newby
>> level with as much care as the rest of the tutorial.
>> 
>> All the best,
>> 
>> Dark.
>> ----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
>> To: "Gamers Discussion list" <gamers@audyssey.org>
>> Sent: Wednesday, November 16, 2011 4:51 PM
>> Subject: [Audyssey] BGT Version 1.1 Released!
>> 
>> 
>>> Hi all!
>>> 
>>> After nearly a year in development, version 1.1 of the BGT engine is now
>>> available for download! It features the largest set of changes yet in its
>>> release history, most of which are features requested by end users. It
>>> includes mouse support, screen reader support, a pathfinder to make it
>>> easier when adding artificial intelligence to your game, improved Sapi
>>> support where you are now able to enumerate and change voices, and tons
>>> more. The change log is a bit too long to paste in an email to the list,
>>> so I invite those who are curious to go grab the new installer and have a
>>> look!
>>> 
>>> Thanks to all of those who provided suggestions and ideas, bug reports and
>>> other general feedback over these two years. Without all of this, the BGT
>>> engine would not be what it is today. Thank you!
>>> 
>>> Kind regards,
>>> 
>>> Philip Bennefall
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>> 
>> 
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> 
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