i could've ignored him... you're absolutely right...
but some unsuspecting person might come along and read this thread, and get a completely distorted and incorrect idea about game development on this level...
now i really don't mean to flame anyone... but come on now... his examples are like bending over backwards to try and validate the absurd...
of course you can pop a pre developed resource into 3DRAD and run it and have that element move around and shoot stuff... and not write a single line of code...
... but would that be any sort of real game?
only in the most meanial stretch of the term...
FPSC allows a more enhanced ability to drop pre developed instances of resources into a level and run it... that's the appeal to some people...
... but anyone writing a real game will find that they must at some point start to do some coding of their own.
you can drag and drop a VB control into a VB project and compile it to an app... but does that make VB a click and play development environment... hardly... very few VB apps don't have some code written in em...
did the guy who developed PencilWhipped in FPSC just drag and drop a pre rendered resource into the engine, wrap it up, and call it a game... hardly...
what he fails to realize is that the development environment is secondary to the developer... many people who use Blitz would love to be able to have a level editor where you could drag and drop elements into it, compile it, and call it a game...
... would that make Blitz a click and play development environment... would that make it any less of a programming tool...
... hardly.
his arguement is weak at best... and absurd at face value...
sorry... i don't mean to be so gruff about it... but he told me to clean my glasses...
... i'm not wearing any today :)
if i were flaming him... i would've responded by telling him to wash the rose coloring off of his glasses...
but i'm a nice guy... and in the spirit of community, i never flame anybody...
(heeeheeeeheeeheeee)
--Mike
but some unsuspecting person might come along and read this thread, and get a completely distorted and incorrect idea about game development on this level...
now i really don't mean to flame anyone... but come on now... his examples are like bending over backwards to try and validate the absurd...
of course you can pop a pre developed resource into 3DRAD and run it and have that element move around and shoot stuff... and not write a single line of code...
... but would that be any sort of real game?
only in the most meanial stretch of the term...
FPSC allows a more enhanced ability to drop pre developed instances of resources into a level and run it... that's the appeal to some people...
... but anyone writing a real game will find that they must at some point start to do some coding of their own.
you can drag and drop a VB control into a VB project and compile it to an app... but does that make VB a click and play development environment... hardly... very few VB apps don't have some code written in em...
did the guy who developed PencilWhipped in FPSC just drag and drop a pre rendered resource into the engine, wrap it up, and call it a game... hardly...
what he fails to realize is that the development environment is secondary to the developer... many people who use Blitz would love to be able to have a level editor where you could drag and drop elements into it, compile it, and call it a game...
... would that make Blitz a click and play development environment... would that make it any less of a programming tool...
... hardly.
his arguement is weak at best... and absurd at face value...
sorry... i don't mean to be so gruff about it... but he told me to clean my glasses...
... i'm not wearing any today :)
if i were flaming him... i would've responded by telling him to wash the rose coloring off of his glasses...
but i'm a nice guy... and in the spirit of community, i never flame anybody...
(heeeheeeeheeeheeee)
--Mike