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878641 Posts in 32930 Topics- by 24339 Members - Latest Member: Nexrage

May 22, 2013, 10:36:20 AM
TIGSource ForumsDeveloperFeedbackDevLogsHollow's Deep
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Author Topic: Hollow's Deep  (Read 16440 times)
ANtY
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here i am to save the day... or wreck it


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« Reply #120 on: November 03, 2011, 10:45:15 AM »

I don't have an art slave.
Why so serious
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ChevyRay
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« Reply #121 on: November 03, 2011, 10:48:22 AM »

What makes you think I didn't say it in my Goof Troop voice? You'll never know Corny Laugh
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Adamski
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« Reply #122 on: November 03, 2011, 10:50:31 AM »

Because you didn't say it, you typed it.  Mock Anger
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ChevyRay
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« Reply #123 on: November 03, 2011, 10:57:37 AM »

Says you! Doesn't everybody else read out loud what they type on the internet? Huh? Don't tell me I've been doing it all this time on my own.

But it's still true, art slave I have not.
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ANtY
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here i am to save the day... or wreck it


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« Reply #124 on: November 03, 2011, 10:59:07 AM »

Says you! Doesn't everybody else read out loud what they type on the internet? Huh? Don't tell me I've been doing it all this time on my own.

But it's still true, art slave I have not.
I say everything I type lol, and I also read everything out loud the way I interpret it  Cheesy
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twobitart
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« Reply #125 on: November 03, 2011, 11:13:13 AM »

But it's still true, art slave I have not.

  Cry
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ChevyRay
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« Reply #126 on: November 03, 2011, 12:09:20 PM »

I don't remember saying you could speak. Don't you have pine needles to paint?

Bleeding hands? I don't care if you have to hold the stylus with your teeth.
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HyperDuckChris
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« Reply #127 on: November 03, 2011, 12:24:41 PM »

AAAAAAAAhahaha i did laugh out loud as internets famous lol would indeed, ahh.. suggest.
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BlackBulletIV
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« Reply #128 on: November 03, 2011, 12:31:19 PM »

Those scripts sound pretty awesome. Do you write them in a custom language or something like that?
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ChevyRay
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« Reply #129 on: November 03, 2011, 12:43:16 PM »

It's actually ridiculously simple. They're not really scripts, as much as a list of commands w/ parameters that I can type out in the editor.

So it just breaks it up line-by-line, determined which event to queue up based on the name, and passes that event the parameters. For example:

Code:
DisableAll();
CameraTo(500, -1000, 1.2, QuadIn);
Fade(1.0, 0x000000, 1.2);
Wait();
SwitchScene(OtherArea, 0, 1);
DisableAll();
Fade(0, 0x000000, 1.0);
Wait();
EnableAll();

That will disable all IActor objects (eg. disable player from controller, disable enemies). For in-game physics objects, it will disable their behavior components and make them just default to regular non-controlled physics (so in the case I want to move them around with events, I can do so).

Then, the camera will move to the target position in 1.2 seconds using a quadratic ease-in, and at the same time the camera will fade to black. The Wait() is a special type of call that suspends the event queue until all currently active events are finished (in this case, the Fade() and CameraTo(), and then it will switch the scene (opening up a level called OtherArea).

The event queue is persistent across scenes, so then it will DisableAll() in the new room, fade back in, and when that is done, it will re-enable all the actors.

Scripts will have control over other things too, such as particle emitters, screen effects, all in-game actors, and the speech/dialogue system.
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BlackBulletIV
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« Reply #130 on: November 03, 2011, 12:53:41 PM »

Awesome stuff, I like the looks of it. Are you parsing it as C# or doing manually? In the case of the latter I do wonder why the syntax isn't more like:

Code:
DisableAll
CameraTo 500, -1000, 1.2, QuadIn
Fade 1.0, 0x000000, 1.2
Wait
SwitchScene OtherArea, 0, 1
DisableAll
Fade 0, 0x000000, 1.0
Wait
EnableAll

(Not sure where parenthesis are needed or not.)
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Falmil
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« Reply #131 on: November 03, 2011, 01:01:53 PM »

Awesome stuff, I like the looks of it. Are you parsing it as C# or doing manually?
Looks like an interactive programming console.
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ChevyRay
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« Reply #132 on: November 03, 2011, 01:03:17 PM »

Doing it manually. Keeping it in function syntax 'cause that's what I look at all day long, so instead of having to jump back and forth between 2 different syntax, I can just script the event functions as I'm used to seeing them.

Would take like 2 seconds to switch to the syntax you're using though, if I wanted to. Haven't really seen a syntax that struck me as really good, yet, and I have no problem with the current one, but if people have suggestions, I'll take 'em.
« Last Edit: November 03, 2011, 01:10:47 PM by ChevyRay » Logged
BlackBulletIV
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« Reply #133 on: November 03, 2011, 01:07:58 PM »

Fair enough.

On second thoughts, if it were me, I'd probably keep the parenthesis but drop the semi-colons; it kind of looks messy without parenthesis, at least when it's not syntax highlighted.
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ChevyRay
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« Reply #134 on: November 03, 2011, 01:12:47 PM »

In that case I'd have to just add one more bit of code to skip empty lines, 'cause currently it's split on the semicolons, not on the newlines.

To be honest, I put the semicolons in 'cause when I was typing the scripts, I kept on putting them there automatically without thinking, so either my scripts have to embrace 'em or know how to ignore 'em. C#, unlike ActionScript 3, dies if you don't use semicolons, so it's become automatic.
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