Hi Bryan,

No kidding. I could have written a better tool than Audio Game Maker
using the same basic concept. A lot of it came down to the fact it was
poorly designed, and worst of all it was written in Flash which made
it very slow and unresponsive. I know why they chose not to use
something like C++, mainly time, but the end result was terrible the
way it was done.

Were I developing that tool there is a lot of things I would do
differently. It was a neat concept, was easy to use, but it had to
have a save game feature, various status functions, a basic menu
structure, etc that it clearly did not have. Ideally the tool should
have been written in C++, but even Java would have run faster than AGM
did.

Cheers!


On 6/5/13, Bryan Peterson <bpeterson2...@cableone.net> wrote:
> Not only that but they seriously misrepresented what it was going to be
> while they were developing it. They said it would be able to create any
> style of game, but that turned out not to be the case. And anyway there
> were bugs in it that made any games you developed with it all but
> unplayable. For instance te Is Hit reaction didn't work properly so
> there was no way to tell when you'd been hit or how much health you had.
> So you'd die suddenly without warning. And the developer's reaction was
> at best indifference. Then when you had a sound cue for an item that
> could be picked up it would still play in the same place even after you
> took the item. Needless to say it was far from a success The problem was
> that the developers claimed they needed money to continue work onthe
> project and fix the bugs, but because of the bugs the product turned out
> worse than advertised so they basically shot themselves in the foot.
> After all who's going to put money towards something that already seems
> to have proven itself a failure? I suppose the fire in their offices
> also didn't help matters but still.
>
> But thou must!

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