Reply to Re: Dink with Lua scripting
If you don't have an account, just leave the password field blank.
> Indeed, DinkC is well-known to be a train wreck, and when things work it's practically by accident. I can think of several things I'd have done in my new DMOD if I could store strings in a variable.
The utility might be a little limited in that Dink doesn't really allow for string inputs, at least not directly. I'm contemplating adding a function for that in the Lua version, or people could go crazy with choice menus and whatnot. I recall there being a DMOD that actually managed to support string input using only DinkC and its variables. Doing something like that in the Lua version should be a lot easier.
> I'm also pretty sure people are going to stick to the main version. Still, I know very well what you mean when you say you're doing it for yourself, and I totally respect that.
Right, as I said, I'm not expecting this to take over or anything. Honestly, I'm hoping mostly to be able to place it as a bragging item in my portfolio when looking for my next job, haha. If anyone else gets even a smidge of enjoyment out of the end-result, that's awesome too.
I will (do my best to) release it in binary form for Windows users, so they won't have to deal with compiling software and such. Assuming I don't do anything too crazy in my code, GNU FreeDink is already cross-platform, so I hope mine will be too.
> The only issue I can see with this actually being used is that D-Mods made with Lua would have to be played on your engine, whereas a 'normal' D-Mod can be played on any engine (this also holds true for D-Mods created with Shevek's editor - even though you can use a better scripting language while coding it is still compiled into regular DinkC).
Well, yes. This won't be backwards compatible by any means. However, as I mentioned, I will provide a binary for the Windows folk, and assuming someone makes a really good DMOD with my Lua version, it shouldn't be all that much work for others to download it for that purpose.
> I don't know that DinkC's function support is all that pathetic...
Yeah, to be honest I've not really looked very much into it from a practical viewpoint... but from what I've read about it, and from how I see it work in the Dink source code... I can't really say it's all that great. Especially not when compared to real programming and scripting languages.
> I also like your new tag over the super depressing one.
Heh, hell knows what that one was about. But my current one fits my username and my return.
> I wish you perseverance!
Thank you sir!
The utility might be a little limited in that Dink doesn't really allow for string inputs, at least not directly. I'm contemplating adding a function for that in the Lua version, or people could go crazy with choice menus and whatnot. I recall there being a DMOD that actually managed to support string input using only DinkC and its variables. Doing something like that in the Lua version should be a lot easier.
> I'm also pretty sure people are going to stick to the main version. Still, I know very well what you mean when you say you're doing it for yourself, and I totally respect that.
Right, as I said, I'm not expecting this to take over or anything. Honestly, I'm hoping mostly to be able to place it as a bragging item in my portfolio when looking for my next job, haha. If anyone else gets even a smidge of enjoyment out of the end-result, that's awesome too.
I will (do my best to) release it in binary form for Windows users, so they won't have to deal with compiling software and such. Assuming I don't do anything too crazy in my code, GNU FreeDink is already cross-platform, so I hope mine will be too.
> The only issue I can see with this actually being used is that D-Mods made with Lua would have to be played on your engine, whereas a 'normal' D-Mod can be played on any engine (this also holds true for D-Mods created with Shevek's editor - even though you can use a better scripting language while coding it is still compiled into regular DinkC).
Well, yes. This won't be backwards compatible by any means. However, as I mentioned, I will provide a binary for the Windows folk, and assuming someone makes a really good DMOD with my Lua version, it shouldn't be all that much work for others to download it for that purpose.
> I don't know that DinkC's function support is all that pathetic...
Yeah, to be honest I've not really looked very much into it from a practical viewpoint... but from what I've read about it, and from how I see it work in the Dink source code... I can't really say it's all that great. Especially not when compared to real programming and scripting languages.
> I also like your new tag over the super depressing one.
Heh, hell knows what that one was about. But my current one fits my username and my return.
> I wish you perseverance!
Thank you sir!