Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
0 user currently in Game Creation Center. | 1 guest
Acmlm's Board - I2 Archive - Game Creation Center - Preferred scripting system?
  
User name:
Password:
Reply:
 

UserPost
NightHawk
Posts: 199/621
Originally posted by Jack-Al
A specially designed scripting language could be a good idea as long as it works similar to other programming languages. Making it something like C would also be a good idea since alot of people start learning either C++ or JAVA.
Good points.

Anyone else got any ideas to add?
Jack-Al
Posts: 145/284
A specially designed scripting language could be a good idea as long as it works similar to other programming languages. Making it something like C would also be a good idea since alot of people start learning either C++ or JAVA.
NightHawk
Posts: 196/621
Originally posted by Jack-Al
You could always put both, but a trigger editor would probably be better. I prefer scripting myself, but I can probably get alot more done with something like a trigger editor.
Okay, I guess I'll start out with scripts, and later on code a script editor with a similar interface to the trigger editor for WC3.


Next question... scripting language?
Something like C, or something else? (Basic and Basic-derivatives are out of the question... I personally dislike them).
Would a specially designed scripting language be a good or bad idea?
Jack-Al
Posts: 144/284
You could always put both, but a trigger editor would probably be better. I prefer scripting myself, but I can probably get alot more done with something like a trigger editor.
NightHawk
Posts: 183/621
Okay, I guess I wasn't very clear about what I meant....

I'm coding an engine, that will use something along the lines of a plugin system for games. The engine itself will handle things like graphics, sound, music, etc., and these scripts would control how the game actually plays.

For instance, some sorcerer monster could have a script that would check his HP and MP, and if the HP is getting low, and he still has enough MP, he'd cast his ultimate spell, or whatever....

So, what I'm asking is, do people prefer to use some kind of scripting language that gets compiled, or something like WC3's trigger editor? (For use in the "plugin"s, not the engine).
SiliconHero
Posts: 17/20
If I actually had the commitment to stick to a single game project, I'd probably program it with some object-oriented language, like JavaScript. I don't have the necessary expertise to make a game in C++, as I can't do graphics with it.
Jack-Al
Posts: 143/284
I prefer using C++ and other programming languages like that. Mostly because it's what I've been learning, so things seem easier to do that way.
NightHawk
Posts: 181/621
What kind of scripting system do people prefer when creating RPGs?

I'm working on editors for an RPG creation system (focused specifically on creating FF-like games), and lots of things in the games (monster AI, cinematics, etc.) would be controlled through scripts of some sort.

So, what do you think is better (and why do you think so)?
Warcraft 3's "trigger" system, Hexen's compiled scripts (yes, I know it's not a "real" RPG ), native, compiled code (C/C++, or whatever), or something else?
Acmlm's Board - I2 Archive - Game Creation Center - Preferred scripting system?


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.011 seconds.