Re: Announcement from Blastbay Studios
From what I understand about all the clones, and someone can correct me if I'm mistaken, the problem was mostly people sharing source code with the wrong individuals. I've heard something about BGT being easy to decompile, but I know nothing about that sort of thing. It doesn't matter what language you use. If you share your code with the wrong people and they know how to make use of it, they will. If Sam and the people he shared code with all knew how to code in Python for example, I'm almost 100% certain that we'd still have the cloning problems. It's not the fault of the language. Any language can be decompiled if someone is bored or determined enough.
Ironcross said in post 3 that part of the problem was how easy it was for someone to grab BGT and work with it. This may be true; however ease of use was the whole point of BGT. It allowed a potential developer to focus on the creation of audiogames instead of learning an entire mainstream programming language and possibly getting discouraged along the way due to how much work has to be done.
While I do agree that a serious developer should probably strive to learn a mainstream language once they've grasped the basics of programming, I don't agree with attempting to force people to do so. Not everyone has the time or desire to learn a language like Python just so they can create an audiogame or 3, and if they want to stick to something like BGT, that's really their business alone. If they want to make more complex games, they'll have to learn something new.
Just wanted to put that out there.
-- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector