Don't thank me, thank Paul, he's the genius behind that one, I'm just the guy who keeps the lights on
Seems Reddit are quick to reject my identity and delete my post, but slow to respond to mounting bodies of evidence. Just in case they don't read their own messages, I have posted what I replied here, in case they visit here first. For those who don't know, Reddit is a place where you can post text messages and links, but navigating the ocean of rules can be a tough exercise:
The guidelines on proof suggested I take a selfie with the AMA details on a card, and then post it on my company website in a way that confirms my authority on that site, the photo is associated with my profile which shows TGC Lead Developer.
For an endorsement from an authority, here is a link from an Intel interview shortly after I became an Intel Black Belt: https://software.intel.com/en-us/videos/lee-bamber-on-how-to-become-an-intel-black-belt
I am also included in my companies Wiki entry which mentions me: https://en.wikipedia.org/wiki/The_Game_Creators
So far, the latest I have from Reddit goes as follows: The picture isn't loading in the forum, plus, Reddit don't see how a selfie proves any proof. I am not a public figure, so just showing my face doesn't prove everything I wrote in my title/description. They also require paperwork/documentation/etc that proves I have been a game developer for the last 20 years. It would also seem that posting my photo on the official TGC site under my very distinctive profile showing me holding a Reddit sign with date and name does NOT suffice as public proof. The saga continues (probably after Christmas now).
So for those who did not get a chance to see my replies (during the 45 minutes I was not deleted on Reddit), here is the interview in full. Reddit cut and paste below (sorry for the lack of formatting):
riceflavouredvtec 6 points 1 day ago
What have you learned from making FPS Creator over the years? Your favourite piece of usermade content for FPSC?
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[–]LeeBamberTGC[S] 7 points 1 day ago
That writing entire graphics engines with a handful of people is probably not a good idea. By the time you finish, the team with 50 people have gone around the planet twice before you've got your shoe on. I think my favorite 'oh wow' moments came from seeing how the modding community took the open source code and ran with it, and as far as I know, they are still running!
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[–]nottsgal 4 points 1 day ago
what game have you worked on that you most hated once complete?
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[–]LeeBamberTGC[S] 14 points 1 day ago
That would have to be Urgo The Caveman for the Commodore 64, only had enough memory for the sprite images to face one direction so to go back to earlier levels you had to walk backwards
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[–]IvanErtlov 4 points 1 day ago
Do you have the time to play some of the games people create with your engines / game makers?
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[–]LeeBamberTGC[S] 3 points 1 day ago
Very much so, and in fact I am very much part of the development on the grounds that a bug has been found that I need to fix. I get to play a LOT of games that way
I especially enjoy the news that one of them has gone on to do really well such as StarWraith series.
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[–]hakimhakimhakim 3 points 1 day ago
Do you plan on adding VR features for game-making tools/software that your company made? VR is a big thing now. Or do you feel it's not the top priority, and your game-making tools does not need it now?
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[–]LeeBamberTGC[S] 2 points 1 day ago
I added support for the first Oculus DK1, more to try the tech than anything else, and was mightily impressed (and did not get sick). I've seen VR come and go a few times, but I think it's here to stay now. I still want to see more devices out there before I attempt to sell a product into that market. The best VR apps are designed specifically for VR, so it would have to be a huge dev commitment. I even know of some companies who are exclusively putting all their eggs in the VR basket so the confidence is there, and a recent game just passed the $1m mark in revenues so for indies it's a great new niche if you can work through the various fragmented API choices.
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[–]earthling4777 6 points 1 day ago
In those +20 years, what have been the most significant changes that you have seen in the world of game creation?
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[–]LeeBamberTGC[S] 5 points 1 day ago
Back in the day, we only had a handful of what you would call 'game makers', the rest of the time you had to write it yourself with C and APIs, or buy in a £250,000 middleware engine. Over the last two decades the access to rapid development tools has soured. It means anyone can make a game if they want to, without years learning strange alien languages. The other significant change of course is the speed, memory and capability of the hardware we get to play with, removing many of the barriers that hindered us in the past. Can you imagine doing your graphics on a piece of graph paper and adding up the dots to enter your art in by numbers?
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[–]rolllingthunder 2 points 1 day ago
Thanks for doing this AMA!
What educational tools/path would you recommend for someone who wants to develop games with no coding experience? What engines/languages would be the initial "must have" for the foreseeable future ?
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[–]LeeBamberTGC[S] 2 points 1 day ago
When I first started I used something called BASIC, which was actually designed to teach coding. These days, there is so much choice it's easy to get lost. For a programming career, I would recommend an industry language (C++, C#, Javascript) and check out sites like Udemy to follow their courses for a fast track to getting the knowledge. If you are more interested in art/design/audio or some non-coding path, any drag and drop game maker would be a great introduction. As I am old-school and bias, I would say grab yourself Visual Studio and C++, it's more work but you'll be prepared for most things and your code will be faster than anyone else's
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[–]GraPhiX_GG 2 points 1 day ago
most if not all your products are for windows systems what about Linux, either Developing for it or Developing on it? Is there a certification process? Why is it that developers seem so averse to the platform is it really that hard to replace DirectX with OpenGL/Vulkan? If Source, Unreal, Cryengine, and Unity all support Linux and make it easy to build for that platform, what arguments are there against shipping for that platform?
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[–]LeeBamberTGC[S] 1 point 1 day ago
No arguments from me, I think Linux is a great OS. The only software my company do for Linux is AppGameKit but I could never get the hang of it myself, too much like Unix which I was forced to eat as a child (like sprouts). Funny thing, I was using Linux a few weeks ago in Seattle to control the brain of a robot around an obstacle course. It was good fun, and Ubuntu desktop was a welcome harbor, but that Terminal Window still gives me nightmares
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[–]hakimhakimhakim 2 points 1 day ago
You are well-know for game-makers developer. But do you have any plan on getting involved significantly on developing an actual 'big' game project? If given a choice, what kind of game would you want to develop the most? RMP? MMORPG? FPS? Puzzle? Platformers?
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[–]LeeBamberTGC[S] 2 points 1 day ago
It's funny that I started out just making games, all kinds of games, mainly for magazines and shareware, and it was only when I had to start earning a living did I get emersed in the game tools side of things. I have not considered a return to pure game making, probably because it sounds like too much fun and someone might take it away from me, and make me sad. If I had the chance, and my present obligations suddenly ceased, I would probably like to do a fully immersive VR experience. Not so much a game with predictable expectations, but something that could take the unique qualities of VR (which we've NEVER had before), and augment it with body capture, sense awareness and other tricks to really fool the brain into a new experience. Always liked the idea of an interactive movie where you could step into the scene, look around and mess up the actors lines
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[–]mattpilz 2 points 1 day ago
Lee, my man! 17 years ago I stumbled across DarkBASIC, which was my first serious exploration into the world of 3D game development on PC (complete with the super futuristc IDE). I recall it being at v0.4 beta when I discovered it. I've actively followed and supported TGC's progress ever since, from DBP to DGDK, FPSC, AppGameKit, GameGuru and so on. It was a real privelage to meet up with you in person at IDF a couple years back, from across the pond. I really do owe much of my earliest successes and programming inspirations to you and your products!
While I've had to succumb to more traditional and rigid programming platforms for much of my career, the indie side of me is still in love with your company's tech and I continue to use your products when time permits to quickly churn out prototypes and applications. A casual game I developed on a whim with the original DBPro many years back was featured as 'game of the month' in PCZone Magazine, and in more recent times you'll recall I won the gaming grand prize in Intel's first App Innovation Contest, with an AGK-created app. So again, just wanted to say thank you.
QUESTION: Jim Sterling has taken a liking to reviewing GameGuru produced "content" on his popular YouTube channel, never in a favorable manner. It seems there has been a surge of 'games' that truly live up to GameGuru's motto of "in a matter of minutes" whereby the creators throw some prefabs onto a random map, export it and then submit it on Steam to try and make a quick buck. What are your thoughts about this kind of publicity for the product and TGC's image, did you anticipate this type of output when you drastically lowered the cost and rebranded the product for a much younger audience, and do you have regrets about adding standalone EXE support so early on in GameGuru's life when it still lacks some essential features to create more compelling and complete experiences?
Best wishes on your latest Kickstarter.
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[–]LeeBamberTGC[S] 2 points 1 day ago
I know I should be miffed that GameGuru is getting bashed because of the asset flipping antics of our more eager community members, but you may remember something called 'Shoot Em Up Construction Kit' and the flood of almost identical games on every cover disk for the next four years. I am sure the world will not thank me for creating GameGuru, but out of the diaspora will emerge a few users who will find their calling with GG and move on to a fantastic career in the games industry, whether its design, art or eventually coding. That's reward enough for me, and I keep my products interesting enough to keep my small team in bread and cheese.
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[–]I_just_work_here_man 2 points 1 day ago
Was there ever a game made with your Engine that made you angry? The other side of the spectrum , was there ever a game that you were surprised how much one can do with your engine ?
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[–]LeeBamberTGC[S] 3 points 1 day ago
Strangely, even the games that have been positively nailed to the wall find a place in my heart. It's like trying to be angry at art, it may not be pretty to most, but to the creator it's their magnificent octopus. I remember a YouTube reviewer who could not stop laughing, the game was dire, but the fun was real. My Little Apocalypse Town remains one of my favorite community projects, and the author is steadfast about not releasing it to Steam until it's perfect. Can't wait to see that one released!
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[–]I_just_work_here_man 1 point 1 day ago
A sorry if I was unclear, I meant angry as in ,made a very offensive game with your engine, not just bad game.
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[–]LeeBamberTGC[S] 2 points 1 day ago
I don't recall anything offensive. Most users have an idea to sell their wares, so they make sure they can pass scrutiny from places like Steam
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[–]hakimhakimhakim 1 point 1 day ago
As in, a hentai game?
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[–]LeeBamberTGC[S] 1 point 17 hours ago
With our tools you can make anything you wish, for better or for worse
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[–]cazique 2 points 1 day ago
Did you ever work on any MUDs? Other than BASIC, that was my intro to programming.
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[–]LeeBamberTGC[S] 2 points 1 day ago
I did a lot of VERY early MUD style games on the 8-bit computers but nothing you could call finished
My first computer was a VIC-20 and it came with a spiral bound massive silver book full of help on coding in BASIC. Of course back then the symbols were voodoo and when the computer sprung to life with a game you could play, it seemed like magic. Ah, the days of innocence!
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[–]hakimhakimhakim 1 point 1 day ago
I somebody made new games that turns out to be popular using DarkBasic Pro, is there a possibility that you will necro it back from dead and update the engine with new graphic?
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[–]LeeBamberTGC[S] 1 point 15 hours ago
It's currently unlikely that DBPro will make a miraculous recovery from its slumber. I open sourced it at the start of 2016 and expect it to follow it's own winding course now. I believe someone has already improved it to add support for DirectX 9Ex. As you can imagine, it would take a lot more work to get it to UnReal standards
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[–]NottaGrammerNasi 1 point 1 day ago
As an IT guy who'd like to get into app development, perhaps small apps for Android, maybe eventual mobile game development, what direction would you suggest I go? I have a basic knowledge of how scripting works but no concrete knowledge in any specific language.
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[–]hakimhakimhakim 1 point 1 day ago
Try App Game Kit 2. You can make apps for Windows, Mac, Android, Raspberri Pi on it. The BASIC language can't get any easier
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[–]user0fdoom 1 point 22 hours ago
I second AGK. It'll be easy to pick up if you know scripting, it much more complicated than that. It's cross platform (Mac, Windows, Android, iOS, HTML5 export, rPI) and you can deploy to all platforms without any code rewriting.
It has all the basic commands you could want (graphics, audio, 3D, physics, shaders, collision), but is perhaps lacking in some advanced commands (although it does have some pretty advanced stuff).
I've been using it for about 4 years now and tried a lot of other dev solutions for mobile and I keep coming back to agk. It's mostly for hobby coders, but I think one or two programmers make a full time income off of it.
Best part is, it's made by Lee's company too! I'm not sure exactly how much he has to do with it though haha
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[–]LeeBamberTGC[S] 1 point 15 hours ago
I agree with the other responses, AppGameKit 2 is your best bet. We used it on a few of our non-tool products including our DTS Learn To Drive apps which sit nicely at the top of the UK charts
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[–]Mohd0508 1 point 1 day ago
Favorite ice cream flavor?
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[–]LeeBamberTGC[S] 1 point 1 day ago
Mint Chocolate Chip
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[–]LeeBamberTGC[S] 1 point 15 hours ago
And the one with the honeycomb bits in. Hmm.
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Hogging the awesome since 1999