@kianoosh, before I continue, let me point out that I agree with your posts. I agree that BGT is bad. I agree with the fact that it could really use proper exception handling, but let me play Devil's advocate for a moment.
SDL has no exception handling. You literally do this:
if(SDL_INIT() != 0)
{
printf("%s", SDL_GetLastError());
}
Again, no "proper" exception handling, and yet look at BGT. It has exactly the same thing, I think it's called get_last_error and get_last_error_text, though don't quote me on it. I am not trying to start a conflict, rather point out the fact that your arguments aren't objective here. You want proper exception handling. It is your opinion that engines need to have proper try and except to keep game creation simple. While I fully stand by you in this regard, this shouldn't be the turnoff point for a beginner. Your networking argument holds greater power, so does my mention of the language being designed at a small subset of the community. A compilation of unsuccessful BGT projects without giving full reasoning behind their failures is only telling half of the story. Furthermore, I would personally view this as bias against the language, especially knowing the improper handling of networking. I think that, should anybody wish to learn BGT, we shouldn't stand in their way, rather inform them of the facts and allow them to decide, for better or worse. We have seen the topics where those of us who "see the light" (notice the sarcasm) have attempted to "convert" (sarcastic once more) nonbelievers, those who use BGT, to other languages. Such conversions rarely, if at all, turned out positive. Hence, a compilation of failed projects would likely strengthen the resolve to adopt the opposite of the intended goal.