I can do basics with BGT. The thing that's hard for me, made slightly easier by the Heat Engine, is making maps. The WorldBox class that the Heat Engine has makes it easier because all you have to do, to make the core map itself, is put the properties in such as length, X/Y start points I guess--I'm new to it, so not 100 percent sure. I get confused with arrays, I read the docs I'm the manual and I get the concept of it, but most people make maps in Arrays and most people make enemies/other NPC classes with enemy types as an Array. I have scene Int arrays, but there are other types that I haven't scene in code before.
Still, yes you can make a Hello World script with BGT. I just called the alert function and it said Hello World.
Is there a way in BGT to do what PureBasic programmers do with Arrays? In PB, you make the array and how big the list is starting at zero which is the index, and line by line list what is in the array. Let's say the array was a list of enemies in an enemy class. I forgot how to start PB arrays, but once you start an array in PB, it's something like:
bird.i
dog.i
hamster.i
You get the idea. The "i" is referring to the fact that it's an integer array, I'd assume. Haven't read a whole lot on PB. With BGT, most arrays I've scene create a for loop so...
for uint(i)(Parameters go here).
Most people, once they become proficient will put five statements of code on one line--especially if statements, making it hard to read. I've adopted Genua's coding style and indenting as much as possible, but I prefer the one statement on a line method until I can look at my code and figure it out. AKA PB and listing arrays individually. I'm not ready to spend money on PB yet though.
Okay, that's my rant over now.