Hi Phillip,
Maybe I should've clarified. What Imeant was, is it capable of producing
other programsbesides games?
Best Regards,
Hyden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Sunday, March 14, 2010 10:11 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming

Hi Hayden,

For the time being, the answer is yes. However. Depending on how popular it 
gets I might extend it to support graphics as well, but that's still in the 
future.

Kind regards,

Philip Bennefall
----- Original Message ----- 
From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Sunday, March 14, 2010 3:23 PM
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming


> Hi Phillip,
> Is BGT only for audio game programming?
> Best Regards,
> Hayden
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Philip Bennefall
> Sent: Sunday, March 14, 2010 1:01 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Genesis Engine was Retro Gaming
>
> Hi Thomas,
>
> A good summary, in my opinion. The problem I have with a, shall we call it
> clicky-pointy tool is that it's ridiculously limited. Somebody asked on 
> the
> audio game maker forum how easy it would be to make a sports game (I think
> it was basketball or socker or something). The response was, the engine
> doesn't support making a ball at this stage... I'll say no more.
>
> The way I'm doing it in Bgt, as I mentioned previously, is to build a
> powerful base that is capable of making pretty much anything. I still have
> to add a few things such as file IO, some processor demanding AI that 
> can't
> be done so well through the script, parsing directory trees, encryption 
> and
> decryption of files and strings etc, 3d vectors and advanced math,
> eventually networking and so forth. Though over-all, the core of the 
> engine
> will stay unchanged and the only thing that will be added is extra 
> modules.
> These, the script writer can simply include and use as though they were
> functions and classes that they had written themselves; #include, in other
> words. This will enable me to go as high level as I could possibly wish,
> even to the point of providing almost finished games where all you need to
> do is make a few tweaks to variables and supply sounds. This, however, 
> would
>
> not be a good foundation for a core which is what the audio game maker 
> tried
>
> to do. In short, I'm trying to provide the best of both worlds; extreme
> simplisity if you want it, and complete control once you've mastered the
> language operation enough.
>
> Kind regards,
>
> Philip Bennefall
> ----- Original Message ----- 
> From: "Thomas Ward" <thomasward1...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Sunday, March 14, 2010 7:43 AM
> Subject: Re: [Audyssey] Genesis Engine was Retro Gaming
>
>
>> Hi Philip,
>> That has been my concern as well. What seams perfectly easy to a
>> skilled programmer may not necessarily be that simple and straight
>> forward to someone who has no programming skills at all. The only
>> thing I can compare BGT to is the Audio Game Maker tool that was
>> released a couple of years ago which flopped.
>> In design the Audio Game Maker was really simple to use, or at least
>> was to me. You started the AGM up, created a new project, and were
>> placed on a 100 by 100 grid. You then could drag and drop objects on
>> the grid such as enemy objects, the player object, walls, etc. You
>> could point to a certain object and bring up a properties menu that
>> would allow you to configure the objects properties. For the more
>> advanced developer you could ignore the GUI tool altogether and modify
>> the xml scripts directly. However, one thing that became imediately
>> apparent is a lot of people had troubles using the Audio Game Maker.
>> For one thing it wasn't well documented for some users, and they
>> couldn't understand some of the key concepts involved from the get go.
>> For another the team who developed it were college students and pretty
>> much blew the project off after creating it. Which meant no official
>> technical support for the project which was really bad. However, those
>> problems aside I did manage to create a couple of simple games with it
>> and was able to figure out most things on my own without docs or
>> technical support just by experimenting with things. Although, I know
>> a lot of people couldn't.
>> I know with you BGT will be well documented and well supported so
>> those two problems won't be an issue here. However, the question of
>> how fast or quick people will learn how to use it remains to be seen.
>> We've had this situation before with Audio Game Maker and the GMA
>> Engine where people are eager to try the new game development tool
>> only to quickly get frustrated with it and give up on it. My personal
>> conclusion is, and has been, programming games isn't necessarily
>> something for the masses. It is difficult to take a very complex
>> subject like game programming, wich covers many different areas of
>> programming, and package it in a nice little tool that everyone can
>> easily understand and use. You either end up with the totally keep it
>> simple stupid design which lacks a lot of advanced features for
>> simplicity sake, or has every feature you can think of but is too
>> complex for the average user. I'll be interested to see how BGT is
>> recieved in our little community.
>>
>> Cheers!
>>
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