No, the manual that shipped with the majority of copies, was far better than what blitzmax has now:
Surely even you realise that that was because the current Blitz3D manual is the result of years of annotations and feedback, and months of skidracers time, where as the BlitzMAX documentation so far probably only had a few weeks of documentation work behind it.
- it explained and had examples
So does the current BlitzMAX one.
- it was printed and could be referred to on the desk
If you wanted an out-of-date one, yes. Why is this even important tho'? Unless you're using an etch-a-sketch or pen and pencil for programming, you're going to have to have a computer in front of you anyhow.
- comprehensive for what it was
Matter of opinion, rather than matter of fact. The Blitz3D manual that I have is rubbish. It spends ages explaining the simplest of concepts, and no time at all on complex ones (aka. the ones you would need good reference materials for).
As a more complex language it should have had way more in-depth explanations.
We agree that the BlitzMAX manual could use a little extra work. I'm fairly sure that in 4 more years, when BlitzMAX has matured to the point Blitz3D has, it will have comparable (if not better) documentation.
Why complicate things by using so many layers ?
If that's thruely your point, then why use BlitzMAX (or Blitz3D) at all? I'll tell you why: It's cheaper and speeds up development.
Let's face it no Indy programmer is going to write an AAA game with all the latest DX9 eye candy and content - that takes a team of many coders,artists & designers.
Define 'many'. If many = 10, 3 programmers, 6 artists and 1 designer, then yes. But you have to be clever about how you do it.