Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-14 Thread Hayden Presley
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!

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam

Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-14 Thread Philip Bennefall

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

Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-14 Thread Hayden Presley
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

Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-14 Thread Philip Bennefall

Hi Hayden,

The engine is primarily intended for audio game development. Having said 
that, however, many functions found in games are also found in other types 
of programs so it is not at all impossible that one could use the engine to 
write something other than a game.


Kind regards,

Philip Bennefall
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 14, 2010 4:16 PM
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming



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

Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-14 Thread Thomas Ward
Hi Philip,
Exactly my point. In a sense the AGM is too simplistic a game
development tool because it is extremely limited in what you can
actually create with it. You are not able to modify the enemy AI or
use any kind of if type conditional statements to change the behavior
of any game elements. This is a huge drawback as you know conditional
statements are absolutely essentual for creating games where there are
several random variables involved.The point and click game development
tools don't give you that kind of control over the games creation and
behavior. Which was one of the reasons it failed to impress game
developers such as me.
I understand some users desire to have a simple point and click all in
one game development tool, but such a thing isn't realistically
feasable if we want the developer to be able to create new and unique
types of games. I think what you are doing with BGT is really the best
compromise possible. You have a scripting language with special
modules/add ons that helps simplifies the process of game development
while not giving up any features in the process. I think in the end
I'll probably end up doing the same thing with Genesis as well. There
really isn't any better way to do it.
I don't know about you, but ever since I mentioned I was working on
the Genesis Engine I often get asked if he/she will have to know any
programming to use it. Like you if I go with a scripting language for
scripting the engine the end user wouldn't necessarily have to know
how to program to use it per say, but they would have to learn how to
use the scripting language which some might find a little daunting.
That may put people off from buying it as they wouldn't be able to
pick it up, point and click a couple of times, and have a new game. It
still may require some scripting by hand to create a game which is a
big turn off for the common computer user, but is necessary to have a
fully featured game engine.

Cheers!

On 3/14/10, Philip Bennefall phi...@blastbay.com wrote:
 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

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-14 Thread Philip Bennefall

Hi Thomas,

Agreed 100 %. We had a discussion on the private beta team whether or not we 
should have high level wizards for making different styles of games but it 
was a unanimous no in the end as far as I remember.


And as for whether programming knowledge is necessary... I've been asked the 
same question more times than I can count, and the short answer I give is 
that yes you do need to have an idea of how scripting works, which is like 
programming but 10 times easier. The fact of the matter is that a game is a 
program like any other, and so one cannot make a game without programming. 
Then how easy or difficult the programming is, that's a science in itself. 
Smile. I can only try to make it as simple and user friendly as possible, 
which I'm hoping to achieve not only by having an extensive text 
documentation but also by providing it in a readily accessible audio format.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 14, 2010 9:18 PM
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming



Hi Philip,
Exactly my point. In a sense the AGM is too simplistic a game
development tool because it is extremely limited in what you can
actually create with it. You are not able to modify the enemy AI or
use any kind of if type conditional statements to change the behavior
of any game elements. This is a huge drawback as you know conditional
statements are absolutely essentual for creating games where there are
several random variables involved.The point and click game development
tools don't give you that kind of control over the games creation and
behavior. Which was one of the reasons it failed to impress game
developers such as me.
I understand some users desire to have a simple point and click all in
one game development tool, but such a thing isn't realistically
feasable if we want the developer to be able to create new and unique
types of games. I think what you are doing with BGT is really the best
compromise possible. You have a scripting language with special
modules/add ons that helps simplifies the process of game development
while not giving up any features in the process. I think in the end
I'll probably end up doing the same thing with Genesis as well. There
really isn't any better way to do it.
I don't know about you, but ever since I mentioned I was working on
the Genesis Engine I often get asked if he/she will have to know any
programming to use it. Like you if I go with a scripting language for
scripting the engine the end user wouldn't necessarily have to know
how to program to use it per say, but they would have to learn how to
use the scripting language which some might find a little daunting.
That may put people off from buying it as they wouldn't be able to
pick it up, point and click a couple of times, and have a new game. It
still may require some scripting by hand to create a game which is a
big turn off for the common computer user, but is necessary to have a
fully featured game engine.

Cheers!

On 3/14/10, Philip Bennefall phi...@blastbay.com wrote:

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


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages

Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-13 Thread Thomas Ward
Hi philip,
Yes, that makes sense. When using the Windows Scripting Host you
pretty much have to use a single scripting language for demonstration
purposes. That's pretty much what GW Micro does with Window-Eyes 7.
Although the latest Window-Eyes version can use just about any
scripting language you can imagine most of the official scripts and
documentation is written in VB Script.
However, I can clearly see where using the Windows Scripting Host
could cause a developer problems. Especially, if someone wants to use
a scripting language other than the default one you decided to support
for your project. I could certainly see a situation where various
Window-Eyes third-party scripts are written in VB Script, Javascript,
ASP, etc and it would make it difficult for GW Micro to maintain all
of those scripts since they would be written in several different
scripting languages all supported through the Windows Scripting Host.
A game developer could in theory have the same problem with game
modules unless he/she stresses using the default script language.
As far as cross-platform support goes I understand, but I've learned
the hard way that's easier said than done. For one thing Mac and Linux
really do have infurior game APIs such as SDL and SFML which aren't in
the same league as DirectX. I've actually started moving away from the
open source game APIs for exactly that reason. DirectInput supports a
wide range of game controllers such as keyboards, mice, and force
feedback game pads and joysticks. SFML and SDL have very generic
keyboard and mouse support, but I find there joystick support really
lacking. OpenAL is a decent enough audio library, but I still feel
DirectSound and XAudio2 are superior products. Using multithreading
through SFML or SDL is a joke. To get really superior multithreading
you should do it using something native to the operating system such
as the Win32 API. So while it is possible to create games for Mac and
Linux I feel they have a ways to go before they are on equal footing
with Windows for PC gaming if we do a feature by feature comparison.
Plus as you know I've recently ran a survey on this very issue. While
everyone felt cross-platform support would be nice nearly all of those
who responded to my survey stated they are running Windows XP, and
have no interest in moving to Mac or Linux themselves. Only about 8
people out of around 90 people said they were running Mac. So even if
there are a few more blind Mac users they are still a huge minority
compared to the people who are currently running Windows XP, Windows
Vista, or Windows 7. So financially speaking I think the Mac and Linux
markets are still too small to worry much about it at this point.
Especially, since they can still run our games via Boot Camp or
something like that anyway.

Cheers!

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Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-13 Thread Philip Bennefall

Hi Thomas,

I agree about the cross platform issue. While it would be nice to support 
every platform imaginable it still comes down to whether one can afford the 
time and investment that such an endeavour would take. I, for one, decided 
against it for the time being.


I am about to go public beta with Bgt now, but my only concern is that 
people will find it too difficult to use at this stage and then give it up 
for lost even though new and simplified high level modules are added all the 
time. In short, what is available now is the core and a few higher level 
wrappers, and while this still is 10 times easier than c++ and perfectly 
sufficient for a reasonably experienced programmer to work with, it might 
not appeal to a complete beginner. I have had success in my beta team where 
people have been able to pick up the tool and make things very quickly, but 
I don't know if the reaction of the masses will be the same. The 
documentation that comes with the package  is quite extensive, the language 
tutorial will even be provided in narrated form read by a professional 
voiceover artist, but I am still not quite sure.


Kind regards,

Philip bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 14, 2010 6:28 AM
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming



Hi philip,
Yes, that makes sense. When using the Windows Scripting Host you
pretty much have to use a single scripting language for demonstration
purposes. That's pretty much what GW Micro does with Window-Eyes 7.
Although the latest Window-Eyes version can use just about any
scripting language you can imagine most of the official scripts and
documentation is written in VB Script.
However, I can clearly see where using the Windows Scripting Host
could cause a developer problems. Especially, if someone wants to use
a scripting language other than the default one you decided to support
for your project. I could certainly see a situation where various
Window-Eyes third-party scripts are written in VB Script, Javascript,
ASP, etc and it would make it difficult for GW Micro to maintain all
of those scripts since they would be written in several different
scripting languages all supported through the Windows Scripting Host.
A game developer could in theory have the same problem with game
modules unless he/she stresses using the default script language.
As far as cross-platform support goes I understand, but I've learned
the hard way that's easier said than done. For one thing Mac and Linux
really do have infurior game APIs such as SDL and SFML which aren't in
the same league as DirectX. I've actually started moving away from the
open source game APIs for exactly that reason. DirectInput supports a
wide range of game controllers such as keyboards, mice, and force
feedback game pads and joysticks. SFML and SDL have very generic
keyboard and mouse support, but I find there joystick support really
lacking. OpenAL is a decent enough audio library, but I still feel
DirectSound and XAudio2 are superior products. Using multithreading
through SFML or SDL is a joke. To get really superior multithreading
you should do it using something native to the operating system such
as the Win32 API. So while it is possible to create games for Mac and
Linux I feel they have a ways to go before they are on equal footing
with Windows for PC gaming if we do a feature by feature comparison.
Plus as you know I've recently ran a survey on this very issue. While
everyone felt cross-platform support would be nice nearly all of those
who responded to my survey stated they are running Windows XP, and
have no interest in moving to Mac or Linux themselves. Only about 8
people out of around 90 people said they were running Mac. So even if
there are a few more blind Mac users they are still a huge minority
compared to the people who are currently running Windows XP, Windows
Vista, or Windows 7. So financially speaking I think the Mac and Linux
markets are still too small to worry much about it at this point.
Especially, since they can still run our games via Boot Camp or
something like that anyway.

Cheers!

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Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-13 Thread Thomas Ward
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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Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-13 Thread Philip Bennefall

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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[Audyssey] Genesis Engine was Retro Gaming

2010-03-11 Thread Thomas Ward
Hi tim,
Yes and no. That's sort of the million dollar question. One I'm not
sure how to answer at this point.
The problem is that at this current stage the engine is far from a
complete and ready to use product for the lay person. At the moment
the engine consists primarily of a collection of classes and libraries
which I can use to program future games. However, I eventually want to
automate the process by creating a game editor that will allow you
to draw levels, configure game objects, select default sounds, etc.
Although, I'm a long way from the fully automated game development
tool I'll likely be selling to the public. So the short answer is
currently someone needs to know a fair amount of C++ to use it, but
eventually I'll be switching over to a fully automated game creation
tool that doesn't require much programming knowledge. So short answer
is by the time it is sold to game developers you shouldn't have to
know much programming to create basic games.
However, that opens up a big can of worms which I'm not sure how to
handle at this point. Automation tools are good and great things, but
they only are good to a point. At some point, regardless of the game
engine, you need to be able to program or script the engine's
abilities to add specialized game objects, change the artificial
intelligence for the enemy characters, whatever. There are just some
things, no matter what, that can't be automated and have to be
programmed manually. So I'm concerned while tools may exist to create
basic games there still has to be a way to manually create advanced
games that has all the features the automation tools lack. So what I
may have to do is sell a basic version with simple and easy to use
automation tools that do almost everything, but is limited in what it
can do, and a pro version that is more programmer oriented that allows
a developer to extend the engine using something like Visual C++. If
you or anyone else has any thoughts regarding this let me know.

Cheers!



On 3/11/10, tim kilgore tim8...@sbcglobal.net wrote:
 Hey if some one bought your engine from you, would they have to know
 programming to make a game?

 Tim

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Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-11 Thread Philip Bennefall

Hi Thomas,

The way I am doing it in the Bgt engine is to provide the core functionality 
in the actual package, and then let people of course including myself write 
modules for it. This way, you can go as high or as low level as you wish 
when making games. The engine is about to go into public beta in a month or 
two, and I am very interested to see how it's received mainly because while 
it is about 10 times easier than regular C++, it's still a fully fledged 
scripting language. My engine does not currently provide high level objects 
for environment and character management etc, as I feel that that is a 
little too game specific for the basic engine. This, however, will very 
likely be provided as includable modules.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 12, 2010 4:35 AM
Subject: [Audyssey] Genesis Engine was Retro Gaming



Hi tim,
Yes and no. That's sort of the million dollar question. One I'm not
sure how to answer at this point.
The problem is that at this current stage the engine is far from a
complete and ready to use product for the lay person. At the moment
the engine consists primarily of a collection of classes and libraries
which I can use to program future games. However, I eventually want to
automate the process by creating a game editor that will allow you
to draw levels, configure game objects, select default sounds, etc.
Although, I'm a long way from the fully automated game development
tool I'll likely be selling to the public. So the short answer is
currently someone needs to know a fair amount of C++ to use it, but
eventually I'll be switching over to a fully automated game creation
tool that doesn't require much programming knowledge. So short answer
is by the time it is sold to game developers you shouldn't have to
know much programming to create basic games.
However, that opens up a big can of worms which I'm not sure how to
handle at this point. Automation tools are good and great things, but
they only are good to a point. At some point, regardless of the game
engine, you need to be able to program or script the engine's
abilities to add specialized game objects, change the artificial
intelligence for the enemy characters, whatever. There are just some
things, no matter what, that can't be automated and have to be
programmed manually. So I'm concerned while tools may exist to create
basic games there still has to be a way to manually create advanced
games that has all the features the automation tools lack. So what I
may have to do is sell a basic version with simple and easy to use
automation tools that do almost everything, but is limited in what it
can do, and a pro version that is more programmer oriented that allows
a developer to extend the engine using something like Visual C++. If
you or anyone else has any thoughts regarding this let me know.

Cheers!



On 3/11/10, tim kilgore tim8...@sbcglobal.net wrote:

Hey if some one bought your engine from you, would they have to know
programming to make a game?

Tim


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Re: [Audyssey] Genesis Engine was Retro Gaming

2010-03-11 Thread Philip Bennefall

Hi Thomas,

I chose not to go through the Windows Scripting Host for two main reasons. 
First, because I don't know very much about it. Smile. This, of course, can 
easily be taken care of; I could sit down and do some research into it, but 
from what I know of it already I decided to go with a dedicated language 
instead. My main issue that I can see, which brings me to my second point, 
is just the fact that there are so many scripting languages that it supports 
which makes it very hard to adapt the engine to function the best that it 
possibly can. For instance, you might want to use callback functions for 
some purpose but before you can do so, you need to be sure that all the 
scripting languages that you intend to support through the host have this 
capability. Also, it makes it much harder to document the engine as you will 
most likely need to provide usable examples for every function/method in 
multiple languages. I also ask myself, how easy is this to enter into as a 
complete beginner? Would I, as the engine's creator, decide to favor one 
language supported by the host that I then provide a tutorial for? Or do I 
tell people to go read tutorials online? Or, do I in fact provide tutorials 
for a whole bunch of these languages as part of the package?


The root I decided to take was to go with a dedicated scripting language, 
not one that I wrote myself but one which is extremely customizable and 
flexible and that allows me to know exactly what is happening at all times. 
The Bgt package includes a comprehensive tutorial that teaches you how to 
operate the language from the ground up, as well as a few well commented 
example games to show you the engine in action. This way, I can guide the 
user from writing their very first hello world all the way to writing yet 
another space invadors clone provided that they don't come up with a better 
idea. SMile.


To summarize this long-winded rant. With the ability to focus on one 
language alone, I feel that I am able to really stretch the engine to its 
limits by exploiting every single feature that the scripting interpreter in 
question provides. Also, it will be a whole lot easier to go cross platform 
in the future if that should ever be my wish, as the interpreter runs on 
everything from the IPhone to Linux to Windows to the XBox.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 12, 2010 5:17 AM
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming



Hi Philip,
Ah, just the person I need to talk to about this subject. grin
I'd like to know how you are handling the scripting aspect of the BGT
toolkit. I know you said it has a C++ style scripting language, but is
this something you created on your own or did you go through something
like the Windows scripting host?
I've come up with several ideas for scripting modules for the engine,
and one way I have thought of is using the Windows scripting host.
That way I could add support for VB Script so anyone with a basic
knowledge in Visual Basic could script this thing, and it would not be
as difficult as say C++ to program. Plus the fact the engine itself
would handle all the core stuff like handling Windows events, keyboard
input, joystick input, sound support, Sapi support, whatever. All the
scripter would have to do is call the SpeakMessage function to tell
Sapi what to say or use the SoundOpen and SoundPlay  functions to play
sounds, etc.
As for creating high level objects that's a good point. although, I
think I could create some generic classes to choose from such as
warrior, adventurer, wizard, etc that would cover just about anything
the developer could want. With a little imagination a person might
even use some classes for duel purposes. For example, a Star Wars
junky could in theory use a wizard class for a Jedi character since
some powers and abilities could be used for both.



On 3/11/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

The way I am doing it in the Bgt engine is to provide the core 
functionality
in the actual package, and then let people of course including myself 
write

modules for it. This way, you can go as high or as low level as you wish
when making games. The engine is about to go into public beta in a month 
or
two, and I am very interested to see how it's received mainly because 
while

it is about 10 times easier than regular C++, it's still a fully fledged
scripting language. My engine does not currently provide high level 
objects

for environment and character management etc, as I feel that that is a
little too game specific for the basic engine. This, however, will very
likely be provided as includable modules.

Kind regards,

Philip Bennefall


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