How many BlitzMax users are out there? Are there any numbers?
BlitzMax user base
Miscellaneous Forums/General Discussion/BlitzMax user base Me! :O)
Me too. That's already two then, isn't it? ;-)
But seriously, an approximate number would interest me for some decision making for a writing project.
But seriously, an approximate number would interest me for some decision making for a writing project.
Might I ask why?
I'm thinking about a book about BlitzMax; a strong reference manual with an introductory part. I've worked in that area before, and I think BlitzMax really could need some third party documentation. But starting something like that only makes sense when you're either employed or when there is a big enough audience. I don't have a real feeling for the community size, and I also do not expect BRL to publish that number (nobody would, and if a company does, they usually multiply the real number of units sold by at least 100).
My personal guess lies somewhere in the wide range between 2000 and 10,000 maximum. And I would love to be wrong.
My personal guess lies somewhere in the wide range between 2000 and 10,000 maximum. And I would love to be wrong.
I wrote a 99% finished project in Max called Word(ish), though, I want a couple of extras in there which is impossible to do in Max at this current time regarding its graphical capabilities.
I've juggled with DirectX9, wrote a basic DX9 2D renderer/engine; http://www.syntaxbomb.com/forums/showthread.php?t=1998 <--- Source available
Started a new project in XNA, but rewrote it in Max... But where I stand is that Word(ish) will be finished as is in Max, I'm going to rewrite and wrap my DX9 engine for use in Max and use that for my newest project.
Dabz
EDIT: Copied wrong URL
I've juggled with DirectX9, wrote a basic DX9 2D renderer/engine; http://www.syntaxbomb.com/forums/showthread.php?t=1998 <--- Source available
Started a new project in XNA, but rewrote it in Max... But where I stand is that Word(ish) will be finished as is in Max, I'm going to rewrite and wrap my DX9 engine for use in Max and use that for my newest project.
Dabz
EDIT: Copied wrong URL
Well I would think a good book about BlitzMAX would be an excellent product, although I would certainly agree that the audience is going to be somewhat limited.
My personal guess would be much, much closer to 2000 - and far from everyone who bought the product is going to buy the book. Of course if you could get an academic publishing deal (like say with Prentice-Hall or O'Reilly) you may have a shot at reaching a broader audience, but in general I don't think it's going to be anything you can do for a living.
My personal guess would be much, much closer to 2000 - and far from everyone who bought the product is going to buy the book. Of course if you could get an academic publishing deal (like say with Prentice-Hall or O'Reilly) you may have a shot at reaching a broader audience, but in general I don't think it's going to be anything you can do for a living.
If you get BRL to create a up to date demo version to be distributed on disk with it etc it might make sense.
Otherwise you are shooting in the dark ... I would guess there are <= 2000 BM users and many of them won't pay a real amount for books (otherwise each would at least have a 5$ book on basic vector calculus and trigo instead of asking childish questions)
Otherwise you are shooting in the dark ... I would guess there are <= 2000 BM users and many of them won't pay a real amount for books (otherwise each would at least have a 5$ book on basic vector calculus and trigo instead of asking childish questions)
A book would be good.
The only thing putting me off Blitz Max is the documentation.
I liked the Blitz + & 3D demo's due to the command referrence, easy to lookup, an example.
Didn't see that with BMax and so have not persued it as of yet, maybe when I have more time.
I program as a day job (for my sins) so I'm not adverse so sitting through documentation, but I think Blitz+ & 3D have spoilt me by being so well documented.
The only thing putting me off Blitz Max is the documentation.
I liked the Blitz + & 3D demo's due to the command referrence, easy to lookup, an example.
Didn't see that with BMax and so have not persued it as of yet, maybe when I have more time.
I program as a day job (for my sins) so I'm not adverse so sitting through documentation, but I think Blitz+ & 3D have spoilt me by being so well documented.
Print On Demand
I'd be up for a *good* book on BlitzMax... something like an Ultimate Reference, with lots of examples, and maybe not entirely "games" focussed.
Something for BlitzMax, The Language.
Something for BlitzMax, The Language.
I was thinking in the lines of "BlitzMax: The Definitive Guide". That means, YES, a clear focus on the language with explained code samples for each function/class/method, similar to what Colin Moock did for ActionScript.
Sounds like a good idea, although more than just a reference manual what's really needed is a book which also explains *concepts* and gives you tutorials and goes more in-depth to show you how you can use all the commands including all the obscure parameters which are not well documented. I remember the old Amos Basic manual which was GREAT, had lots of tutorials and explained every command on at least 1 or 2 pages plus explained many basic concepts of creating games and such. You need to appeal to the beginner moreso than the advanced users. And I think including a BMax demo plus various sources and other example games etc on a disc with the book would be a great idea.
You might be better off trying to attract a new audience with your reference manual but also include some tutorials from the basics and finishing off with a finished game or two using as many of the language features along the way and a CD containing BlitzMax Demo plus all your code and media.
or maybe persuade BlitzResearch to pay you to write a proper manual for them.
or maybe persuade BlitzResearch to pay you to write a proper manual for them.
I'm also considering a BMax book on 2D game design. From simple stuff to more complex goodies using my engine, that might be the only way I'll ever document the !#@#$% thing! :) lol...
I would guess 2k commercial users, and probably a few k more unlicensed users evaluating the language, etc.
I would guess 2k commercial users, and probably a few k more unlicensed users evaluating the language, etc.