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Reply to Re: Dink with Lua scripting

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December 20th 2013, 04:31 PM
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Phoenix
Peasant He/Him Norway
Back from the ashes 
Sorry for not replying to you sooner, shevek. When I first noticed your reply, I didn't have time, and then I just forgot about it after that.

Thanks for being on board! That makes us three explicitly interested parties, so far. I haven't taken the time to look at your editor yet (I've been to entrenched in my Dink/Lua coding), but yeah, adding support for Lua into your editor shouldn't be much of a hassle.

Yeah, I noticed that issue in my example code, I just didn't feel like fixing it. Ultimately, it's the forum's fault for interpreting emoticons within code blocks.

Aye, after giving it some more thought (including your input) I've decided to completely sandbox each script, and add a mechanism like your suggested "volatile" to allow the Lua scripts to communicate. I'm probably going to name it volatile and not v, as I like descriptive names. However, if you'd like to use it as v, it wouldn't take more than a simple "local v = volatile" at the top of your scripts to have a shortcut handy.

As for your brain idea, that would be something I'd add after I've done everything else. At least initially, I simply want this project to be Dink with Lua, without changing too much of how the underlying Dink works.

If I were going to write a new game, I'd probably not go with C, but since Dink is already a C game, converting it into anything else would be quite the undertaking at this point. Not that it's entirely impossible, but... I'm going to stick with C and find some way, some how, to get it to work in Windows.