I'm just looking for some feedback here but what do you think of a script interpreter built with Multimedia Fusion? I'm busy working on an interpreter for a scripting language I'm planning on calling MesaScript; the 'Mesa' being derived from the game I'm currently working on. It's very fast and flexible. The goal is to allow the end-user to be able to create his own game WITHOUT THE SOURCE CODE. Obviously I don't expect anyone to but that is the goal. All assets are external and the coding is done in a simple IDE or notepad. For a novice programmer it makes the design process much faster and more efficient. When you're working with hundreds of levels and dialogs, clicking with the mouse is slow and just frustrating. Don't get me wrong - I LOVE Multimedia Fusion. But a simple Javascript-like language would be awesome and I would release an open source SDK for other developers to integrate it into their games.
"He who controls the past, commands the future.
He who commands the future, conquers the past." - Kane
A demo of my "Lua" extension was shown at the last click convention. Lua (www.lua.org) is a powerful scripting language and I have a fully developed extension that is already working in MMF 2 .
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
10th May, 2006 at 11:04:25 -
Tigerworks, I found that extension really useful, you never did send me the version without the nag screen . Do you think you could please upload a new version to the internet, without the 'do not release' screen?
Lua is awesome and I'm looking forward to seeing it implemented into an extension. Tiger, I can't get ahold of your extension but I also like the sound of it and I would like to see it. In my case, I'm leaning more towards a custom scripting engine as opposed to a general purpose programming language.
Here's a simple illustration of the scripting used in Escape Blue Mesa II:
// When the player has responded set the cinematic to Cindy
// and wait half a second. Then say something.
// After you have spoken, set the next variable so that the player can respond.
if(Cindy.Dialog == 4)
{
Cinematic (Cindy);
Wait (50);
Say "dialogs\dialog4.wav", "This is amazing! I have never seen anything like it!";
Var Player.Response = 9;
}