Meh.
We felt very constrained each time we came close to finishing a project. It was always stuttering issues and other sorts of problems. One of the biggest problems preventing us from taking BYOND where we wanted to was not having client side code. It's cool that animate() is client side, but there's only so much you can do with that. The new engine we're using (same as SW's) hasn't presented us with any stuttering or sorts, and it's just having access to client side code that's making the entire process so relieving. We did attempt to use the webclient for LoF, and unfortunately the results were far worse in terms of performance. I'm also very certain there's a very inefficient way of handling resources going on. It was a shame that we had to drop the work we spent 1.5 years on only because I didn't foresee the problems this site seems to defend so vigorously. DS is a good engine, it'll get your simple not so interface intensive / very minimal games done with no problem, but for us large project seekers, without client side code, you're pretty much shooting yourself in the foot.
In response to Ishuri
You've basically just summed up why BYOND is unfit for any serious game development in [current_year], good job.
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