I'll add here that the documentation for the function set is much better in
BGT than for many compilers and languages I've seen.  It helps that the
function set is rather smaller, but still, it's easily accessed, and after a
little experience it's easy to know where to look for function definitions.

        Chris Bartlett


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 20, 2011 1:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] More BGT news

Hi Tim,

Yes and no. While I'm sure Philip could write an IDE for BGT complete
with a pulldown list of stock functions and perhaps autocompletion etc
you'd still have to know A, how to customize those existing functions,
and B, how to write your own functions.there is no way to cut and
paste your way to a complete game. If you are unable to or unwilling
to learn the programming language and tools to write games I'm sorry
to say you aren't going to be successful at creating anything.
Insisting on somekind of wizard or IDE with instant templates for
functions isn't going to do you that much good in the long run as
programming is as much theory as knowing the language you are using. I
know it seems hard at first, but memorizing function names etc comes
easier after you practice at it a while.

Cheers!

On 11/20/11, Tim Kilgore <tim8...@cox.net> wrote:
> In the Jawe script manager, there is a feature that puts all the functions
> in a listbox.  So what you do is find the function you want and press
enter.
> This puts the function in the editor.  I'm guessing that that's and ide
> feature.  Could such and emplementation be put in the BGT engine?  Maybe
not
> since it's not an acual ide.
>
> Tim

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