I too am hardly exited by cross platform support and as for BMax well i'll believe it when it happens, I guess in time that it is most likely to happen - but it doesnt effect me until it does.
I can only use what is around now, and in that point I agree whole-heartedly with you. It's just that by using tools that are "now" I have come to a different conclusion as to which tool is the best for
me to use.
The transparency issue was huge for me, it meant that Transfusion had to be compiled under 4.1 with the ATI bug which unfortunately cost me a lot of ground at a certain Edinburgh games company you recently mentioned in another thread - doing just the job you where talking about...
I have a friend who works there and he said that the boss loaded up Transfusion and it did the ATI hang thing and he wasnt impressed, time to apply elsewhere...
For me the biggest problems are the persistent bugs, transparency is still an issue, limb rotation was broken on the last patch and it can take up to 3 hours to compile a segmented global scenery mesh using memblocks whereas Blitz does the same task on my latest project in about 20 seconds.
In my opinion there are still major bugs in DBP. Why should I have to write my own object rotational system to counter DBP's gimbal lock even though we where given a new rotation system specifically to fix this that is ... BUGGED!?
Why should my tree's show through parts of the skybox infront of the terrain even though it has been fixed in every recent patch!?
Why should my shaders only work with 1 object on the screen and be incompatable with expansions such as the terrain system?
Why should limb rotation not work when DBP still doesnt support mdl or loading in of mesh deformation objects in a common format completely curtailing the ability to animate? In contrast to information on the box...
There's so many problems, and i'm so sick and tired of reporting them and getting nowhere with the bug reports that the only thing I would contemplate using DBP for now is simple 2D stuff, and frankly I dont find it the best at doing that.
As I said before I dont regret buying DBP, i've had my moneys worth in terms of releases. However I was promised the ability to do so much more and all I can do is write work around after work around until eventually my work arounds conflict with my designs.
I believe you've seen my recent screenies Van and I do know how to write a finished game as my site is testimony. I'm not a jolly come lately without a clue or with an ingrained prejudice against DBP. Infact I dreaded learning a new language when I pulled out the last straw and bought Blitz, but I felt that I had to do it to keep on coding and further my hobby.
How can I look at my showcase of games and be proud of my programming? I can't, I know i'm capable of so much more and i've proved that with various projects that i've had to abort because of one issue or another that was nothing to do with me and the work of my team. With DBP I have been consistently unable to deliver games of a quality comparable to my ability.
I'm not the best, never claimed to be and know my place is only one of the guys. I know it is possible to write a good game in DBP, but I also know that the odds of doing so are directly proportional to how many different commands I intend to use to realise any given project, the more commands, the more chance of coming across a bug that is incompatable with some other feature.
DBP just isn't suited to shareware standard games, which is what this thread was all about.
Which is the biggest tool? The computer, or the muppet who invented it?