I think the game engine should be written in ZScript, then used through Zelda Classic.
Zelda Modern
#301
Posted 27 July 2010 - 09:39 PM
I think the game engine should be written in ZScript, then used through Zelda Classic.
#302
Posted 28 July 2010 - 01:11 PM
And documentation will be in Welsh, so it looks just like the code.
If we do use perl, using a source filter means you can get any syntax you want.
Joking aside, the engine is not going to be done tomorrow and the scripting engine won't exactly be the first thing to build either. It'll come when it comes.
Edited by Koopa, 28 July 2010 - 01:15 PM.
#303
Posted 31 July 2010 - 09:24 AM
I like the sound that it would be Python and Lua. Something I could learn eventually.
I suggest the name to be Legend Station, or LS1
I agree with having 32-bit color. “32-bit color” is most often a misuse referring to 24-bit color images. 24 bits (16,777,216 colors, "Truecolor") (256 × 256 × 256)
There isn't much preventing us from implementing multiple scripting languages. The top choice would be to use Lua as the frontend for its speed and simplicity, (including VM warmup) and offer a retooled ZScript/Gleeok and Python via a translator to Lua. Three fairly simple languages merged together into a good scripting engine.
I like the sound of this, even though I have no scripting or coding background.
Sounds good
Zelda Classic will always be there. But the move is needed just like how NES grew into SNES.
#304
Posted 31 July 2010 - 06:54 PM
The scripting language is officially AngelScript. It's really more useful to learn it than Python because it's similar to the industry standard programming language. And it's faster.
As much as I like sarcasm, sometimes it gets confusing how serious we are about some things.
#305
Posted 31 July 2010 - 10:19 PM
EDIT: I looked into it and I liked it. It's very similar to C++ which will definitely speed up the learning process.
Edited by Cameron, 31 July 2010 - 10:23 PM.
#306
Posted 02 August 2010 - 08:46 PM
Just so you know, Python will not be the scripting language we're using. While it does come loaded with tons of useful features, we've also taken into account speed, size, and embeddability...
The scripting language is officially AngelScript. It's really more useful to learn it than Python because it's similar to the industry standard programming language. And it's faster.
As much as I like sarcasm, sometimes it gets confusing how serious we are about some things.
How do we know you're not just being sarcastic right now?
..It must be some sort of trick...
Edited by Gleeok, 02 August 2010 - 08:47 PM.
#308
Posted 03 August 2010 - 09:02 AM
#309
Posted 03 August 2010 - 09:23 AM
#310
Posted 03 August 2010 - 12:10 PM
Wait, you mean perl has structure?
Now back on topic - there's in fact quite a bit of doey going on, as it's not talky it's just not that noticeable yet. The pieces of the puzzle are coming together and we can already recognize some of the picture in the odd patch of assembled pieces here and there.
Edited by Koopa, 03 August 2010 - 12:10 PM.
#311
Posted 03 August 2010 - 12:31 PM
#312
Posted 03 August 2010 - 01:20 PM
Scripting will mean that questmakers with the best computers money can buy are free to write slow and inefficient scripts which only give acceptable FPS on their machines and not for the rest of us, but that should be the exception (and after the first such quest receives a 0-rating, it will be).
#313
Posted 03 August 2010 - 06:30 PM
To be honest we're looking at rendering speeds 30x faster than Game Maker, and scripting speeds 10x faster. With that logic our games will run at least 10x faster than Game Maker. ...and look better. We will also support anti-aliasing, mipmapping, and multisampling.
[Note to self] - Annihilate Game Maker in the first field-test.
*disclaimer* -numbers pulled completely out of my arse. -comparisons are untested.
Edited by Gleeok, 03 August 2010 - 06:35 PM.
#314
Posted 03 August 2010 - 08:55 PM
Your call. You get all the benefits of a real website hosting, except I'm doing this free because I've always liked the
Edited by TMS, 03 August 2010 - 08:55 PM.
#315
Posted 03 August 2010 - 08:57 PM
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