Well davie, when danny and I were working on the
deathmatch series danny found out we all did that
there were limitations with bgt.
Sertain things need to be written a sertain way.
And the way we were expanding the deathmatch
series was just really going outside of bgt's limits.
deathmatch1 is not finnished to what it was going to be.
There are so many issues with bgt and its limits
and we came on them with saving, arrays and a lot
of other things that we have exhausted the language.
It was never meant for really large games at least we think so.
The engine is good but there is a limit how much you can really do with it.
Deathmatch1 was planned to have 10 missions or as many as we could put on.
however by mission 3 danny was running out of
ideas and as it was there were so many issues by this time.
I can tell you we were going to have 4 missions
but after all the issues danny has lost interest
in that game and decided to end it as quickly as possible.
Deathmatch2 started in pure basic but there are
some issues to and so its visual basic 6.
If you know c++ davie and can code with it then I
suggest you stay with it if you can.
I think danny and some others would like to learn
but its a lot of work writing everything from scratch.
However if you do use it on a daily basis I'd
stay with that then I would stay with it.
As for jawa, I do have java loaded.
I've never had much fun with games based on it though.
On the subject with sounds, music, etc.
There is a way to do this, A lot of games that
are comercial that have come lately depending on
what additions you get, and how much you pay do
include soundtracks as actual files as bonus content.
At 09:08 AM 12/12/2013, you wrote:
Whoa, has been ages since I last posted here!
Anyway, nerd questions coming up. Iâd be
interested to know if there are any plans to
turn BGT loose on Mac OS. I believe the
scripting language it uses is capable of running
on Mac OS, so thatâs a start, isnât it? Here
is the background story, for those interested:
Iâve been developing both âregularâ
applications and games, although to be fair
Iâve spent very little time on games over the
last few years. I use mostly Java, occasionally
C++ as well. Recently I figured Iâd start
being serious about games again. The obvious
thing to do would be to turn to Java (which is
what I did), since I have to use that for more
professional projects anyway so I might as well
stick to something I know. Java is great for
cross-platform work. Except for a few nitty
gritty details you can basically cook one
executable and run it on Windows, Mac OS and
Linux. Javaâs performance is good too, and
with the upcoming Java 8 and 9 it will become
less painful to distribute the required JVM with
your source code, removing the need for your
users to install extra software. Not to mention
that debugging code is a breeze. The single
disadvantage is that it is super easy to
decompile Java, to the point where the original
source emerges, so encrypting user data is
virtually useless. Things like TLS for secure
Internet communication still work of course, but
all security keys you store in your code are
visible to anyone and everyone. .NET kind of
suffers from the same thing, by the way. Had
some good times messing about with Entombed back
when. J So then, I could use C++ (and
optionally one of those executable scramblers
that the cool kids love to use). To the trained
professional disassembling a program written in
C++ to find a certain bit of logic can be as
straight-forward as decompiling Java, but it
definitely makes life harder for the average Joe
who wants to hack some sounds he particularly
likes. On the other hand, as a developer you
have to take a few extra steps to produce the
required executables for the platforms you want
to support. Debugging might also be a bit more
cumbersome. In comes BGT. Itâs very secure
(although no software is truly unbreakable), its
syntax isnât a problem if you know C++
already, and it creates very efficient
executables. On the donw-side, Iâm told
itâs only available on Windows, and you
donât get to use standards directly (AKA
OpenAL, Java runtime, standard C++ library). I
really donât mind about the standards, but I
believe Iâd upset a few people if Iâd leave
out support for Mac OS. Actually, knowing
standard things can be fun, too. If you want to
develop for Android, Java would be an excellent
choice, so it helps if your products for PC and
Mac are already using it. Similarly, knowing
OpenAL is great for moving on to iOS games,
since Apple natively supports OpenAL. But
really, Javaâs not good at running on the same
machine where the encrypted data lives without
applying security on the OS level. Iâm not
too concerned about people coming up with their
own keygens. If you have a members-only area
inside your game that requires authentication
with a remote server you wonât get anywhere
with just a serial number anyway. But not being
able to securely encrypt sounds is a bit of a
boring thing to live with. So, I thought Iâd
check out alternatives, since Iâve not paid
much attention to recent developments and would
like to know how things stand these days. (Oh,
and no, I donât want to use Python, sorry. At
least, not just right now.) There, your daily
dose of nerdy musings. Enjoy! Cheers, Davy ---
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