Suggestion for Blitz Research

BlitzMax Forums/BlitzMax Programming/Suggestion for Blitz Research

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Dreamora, I disagree. Although I understand the whole "Dark Basic sucks VS Blitz Basic rules" debate, let's debate BRL.

What TGC understands is how to market a product, crappy or not.

A language is not going to attract a lot of people if you have to write your own tools. Its just the trend, and neccessary because games get more and more complex.

I'm not expecting UnrealEd here. But it would be nice if this tool framework was bundled with BlitzMax (for example in a more expensive package) so that every user can write their extension to handle their games.

This could be a list for the framework:

- object placement + library
- object handling (rotate,scale,resize)
- define your own object properties.
E.g from XML you could define that objects like 'monsters'
have the properties uglyness, energy, etc.
And ofcourse there are the standard properties like
alpha, shinyness, etc.
You then could add your own script to that property
so that you can preview it. E.g: alpha would run
alpha.script and this simply sets the alpha.
Or power ups would constantly rotate in the editor.
This way the editor adjusts to your game.

I saw a cloud generation tool for Blitz3D in the forums.
Imagine this as a plugin for this entity placement tool.

- Saving file as text, XML or using your own loader/saver
- Grouping objects in portals (like in Quake)
- Maya / 3DSmax controls.
- Parenting, unparenting, showing you visually what the
relationship is. This is shown as a tree in the list
of objects.
- Sound entities (you can interactivly hear if the
doppler, distance, etc is set right)
- Lock/unlock, hide/unhide objects.

Thats it! No lightmapping nothin'! You can import lightmapped files fromout Gile[s]. Just a stable, decent, lightweight entity placement tool with the power to customise.