Agreed here, with sadness. I've written a lot more software in bgt than I have games, and I hit those limits a lot. Its frustrating, because the engine is so amazingly good at what it does do that you really want to keep using it. The problem is that it works in a sort of walled garden; anything outside its limits is entirely unreachable to the programmer (multithreading, binary file support, other sound formats, libraries, braille support and worst of all advanced data structures).
From: Damien Garwood Sent: Sunday, February 18, 2018 10:11 To: blind-gamers@groups.io Subject: Re: [blind-gamers] accessible game engine Hi, BGT might come with many conveniences. But it also lacks many others. It also isn’t indicative of real world programming. Once you realise BGT’s limitations and want to move away from it, it’s much harder to do so because you end up relying on it. Especially if you’re a programming newbie and don’t have a clue how to write audio engines, let alone audio engines that can play multiple file types, whether packed or on disk, whether encrypted or open. Not to mention keyboard, mouse, joystick support, screenreader and SAPI support, timers, pathfinders, combination generators and calendars. The way I see it, scripting with something like BGT is like having an overprotective clingy parent that just won’t let go, whereas programming something like C++ or Python wants you to bend down and kiss its furry rosy smelling derriere before you can get it to work. Talking from experience here. Cheers. Damien. From: Josh Kennedy Sent: Sunday, February 18, 2018 2:54 PM To: blind-gamers@groups.io Subject: Re: [blind-gamers] accessible game engine You could use BGT blind game maker toolkit, from BlastBay studios. It's free.