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UncleDec
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« Reply #135 on: May 01, 2012, 09:26:39 AM » |
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eddieetree, that's cool. But these characters in Japanese (Japanese?) mean something?
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tchassin
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« Reply #136 on: May 01, 2012, 10:48:37 AM » |
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My guess is that those kanjis mean "Kyoto" in Japanese. Anyway, it looks good, especially the background texture. Perhaps you could add some sort of Japanese tree painting on the sides.
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« Last Edit: May 01, 2012, 10:54:39 AM by tchassin »
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BlueSweatshirt
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« Reply #137 on: May 01, 2012, 11:41:37 AM » |
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Yummy paper texture! Everything is coming together awesomely. 
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eddietree
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« Reply #138 on: May 01, 2012, 06:48:39 PM » |
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The kanji is "kyoto"! Also, I made a famicon cartridge mockup! 
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harkme
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« Reply #139 on: May 01, 2012, 07:07:49 PM » |
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Why would you do that? Is there going to be a delicious "pixelize" shader?
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eddietree
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« Reply #140 on: May 06, 2012, 12:09:15 AM » |
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Hehe, perhaps I might, harkme! So I finally got around to implementing a proper in-engine debugger for the scripting language used in my engine. Now, I can place breakpoints in my script code, which includes the ability to step in/over/out of code and traversing through the callstack. Also, can examine local, global, and "this" variable as well as the threads used in in the game. Doing this will give much more insight into what the hell is going on the system. 
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John Sandoval
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« Reply #141 on: May 06, 2012, 12:19:24 AM » |
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why is this here (cool thing btw)
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iffi
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« Reply #142 on: May 06, 2012, 12:26:48 AM » |
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Because friendship is magic, and this project is looking quite magical.
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eddietree
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« Reply #143 on: May 06, 2012, 01:00:23 AM » |
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 why is this here Not sure how it got there, it was a previously a screenshot of Kyoto. I think tinypic.com servers had a hickup and messed up alot of the image links. But it looks way too adorable to remove it so I think I will leave it there as is. 
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eddietree
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« Reply #144 on: May 07, 2012, 04:38:52 AM » |
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I have been adding a silly bunch of features into my engine. Today, I implemented a in-engine console that I can use for more debugging goodness. Console is similar to the one in Quake, in which it allows me to call any function defined in the scripting virtual machine as well as defining functions on the fly. Also can use it as a calculator in case I forget what 1+1 is! 
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UncleDec
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« Reply #145 on: May 07, 2012, 06:30:28 AM » |
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I want to upgrade my game console to the point, as in Kyoto. 
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eddietree
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« Reply #146 on: May 07, 2012, 06:38:35 AM » |
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Cheers, UncleDec. And good luck with that!  Now with a proper debugger and console for my engine's virtual machine, it is really starting to feel like a proper development environment for scripting. 
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UncleDec
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« Reply #147 on: May 07, 2012, 06:54:43 AM » |
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Thanks. Why you chosen GameMonkey? It's better than C++ or Lua? 
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eddietree
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« Reply #148 on: May 07, 2012, 07:13:21 AM » |
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Thanks. Why you chosen GameMonkey? It's better than C++ or Lua?  My engine is developed in C++ and has bindings to GameMonkey scripting language. After weighing the pros and cons of several of the popular scripting languages (Lua, Angelscript, etc), I decided to settle on GameMonkey. GameMonkey is coded in C++, so it binds very well to existing C++ engines. It has proper coroutine support (including thread forking, etc) as well as nice global-table data-access patterns. Furthermore, indices start at ZERO instead of ONE, which is very annoying in Lua. Also supports Ints and Floats types, while Lua has only doubles. The list goes.. The developers of GameMonkey created the script with Lua in mind, but added tons of features that were more game related. However, the cons of GameMonkey include its small community support in relation to Lua's huge community as well as more programmer-oriented syntax -- GameMonkey is more C-based while Lua is some sort of C/BASIC hybird.
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UncleDec
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« Reply #149 on: May 07, 2012, 07:42:01 AM » |
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eddietree, what font are you using?
I love Lua, and do not use other languages for two reasons may simply not like or a small community, I am afraid that I could not get proper support for any problems in using / learning.
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