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NovaSoft{Dynecys}



Registered
  08/03/2004
Points
  105
7th April, 2004 at 18:58:22 -

Hey, this isn't supposed to be a new coding language with the depth and complexity of something like C++!

What I'm aiming for is a basic language I could implement into my RPG map editor to define events.

Kinda like the RPG Toolkit uses...

OBJECT "player" HIT OBJECT "chest" MAKE OBJECT "key" AT x100,y50

Well, ok that's a pretty rough example, but you get the idea (don't you?)

 
Viddy A ClockWork Orange, Droogs...

Goddamn you to hell 'Newbie' DC Rating... Go up, UP DAMN YOU!

Kramy



Registered
  08/06/2002
Points
  1888
7th April, 2004 at 20:18:05 -

In MMF making your own scripting language will be hard. In jamagic it's a lot easier, since you can link keywords to functions to create objects(whereas in MMF you need to define an event for EVERY object you create...)

 
Kramy

NovaSoft{Dynecys}



Registered
  08/03/2004
Points
  105
7th April, 2004 at 20:21:14 -

I'm starting to grasp just how complicated this could end up becoming...
Oh well, the rpg maker will just have to use 'detector' tiles to send objects in certain directions rather than the coolness of letting the user code that sort of thing.

 
Viddy A ClockWork Orange, Droogs...

Goddamn you to hell 'Newbie' DC Rating... Go up, UP DAMN YOU!

Weston L



Registered
  16/12/2002
Points
  1603
7th April, 2004 at 22:38:37 -

"Is there such as thing as 'nearly infinite'?"

I thought about that too. I was thinking the only way would be, say, if any computer could hold as much variables as it had HD space, so the more HD space, the more variables could be used. Theoretically, an infinitely large HD could hold an infinite amount of variables, but, in reality that wouldn't exist. Thats how it could possibly be "nearly infinite".

 
n/a

Crystal Clear (H.E.S)

Possibly Insane

Registered
  06/10/2002
Points
  2548
8th April, 2004 at 02:27:17 -

After i finish off a little engine im tweaking ill give it a shot in MMF.

 
HES homepage:
http://www.distinctiv-efair.com/heretic/studios
Crystal Clear Productions: http://www.distinctiv-efair.com/heretic/crystalclear

Cazra

Crazy?

Registered
  24/07/2002
Points
  4472

Game of the Week WinnerVIP Member
8th April, 2004 at 06:16:58 -

"Nearly infinite"= a lot <> infinite

 
n/a

Cazra

Crazy?

Registered
  24/07/2002
Points
  4472

Game of the Week WinnerVIP Member
9th April, 2004 at 21:46:51 -

MuteGibe is finished!

Shameless self-promotion: http://www.create-games.com/download.asp?id=4247

If you need help programming with it, see the help file for all the commands it has with a bunch of tutorials/examples to go with it.

 
n/a

:JULI@N:



Registered
  14/07/2002
Points
  641
9th April, 2004 at 22:40:12 -

i can see a programming language trend coming

Image Edited by the Author.

 
n/a

Tigerworks

Klik Legend

Registered
  15/01/2002
Points
  3882
10th April, 2004 at 08:18:43 -

I wrote CFISI, which is a Jamagic style scripting language in an extension for MMF. It was written in C++, and is primarily based on one of the advanced features of C++: inheritence. You will need to do this if you are serious about making a programming language. However, by all means you can still do it in TGF/MMF as a learning experience. In C++ it is really complicated though, and you'll be using classes, inheritence, abstract syntax trees, and plenty of pointers.
For a Click-made scripting language you can check out this:
http://www.clickteam.com/CTforum/showflat.php3?Cat=&Board=fac&Number=131757&page=&view=&sb=&o=&vc=1
It's pretty primitive but shows how to do all the parsing.
Scripting languages in Click products have several disadvantages: firstly, people have to learn your special new language to use it, unless it is based on or similar to another language, e.g. CFISI is based on Jama/C so programmers in either can pick it up relatively quickly. Also it's slow (unless in an extension like FISI) - the above example in TGF will be hard work for your computerif constantly running a script at the same time as the game.

 
- Tigerworks
   

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