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.

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