The Dink Network

Reply to Re: Dink with Lua scripting

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
December 18th 2013, 05:44 AM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
Omg I'm gone for two days and the bird rises from the ashes in my abscence! Glad to see you back among us Phoenix! The memoriez!

As for your project, I'm totally on board with this! As many people here probably already know, I don't care much about backwards compatibility. It's nice in a perfect world, but I think it's time to move on from the limitations of the past and evolve past them.

I looked over your feature list three times just to make sure my drooling was justified, and it was! Sure, for very simple scripts it might not make much sense to swap to LUA compared to normal DinkC. But, for new bigger things like a remodeled UI or new battle systems, it's a huge blessing. Yes, there will be a learning curve for those of us not familiar with LUA syntax (like me), but what better motivator to learn than through our favorite little cult game?

A couple of questions... You're rebuilding variables. Does this mean it somehow bypasses other limitations inherent to variables like the concurrent variable limit? I realize it won't touch the global variable limit because that's a save file limitation.

Second, in the example code you're using a non predefined sprite graphic to say a line. Does this mean the sprite loading is also changed? It seems, by your example, that it would be possible to bypass the sequence limit, or forget about it altogether for sprites that are not placed in the editor? What about the hardness for such sprites?

And last but not least, thanks for doing this man! It's not just great to see you back, but for you to be working on something new altogether is exciting!

Btw, Shevek, don't let it steal your thunder either As far as I understand, Phoenix isn't writing a new editor and the whole thing won't have backward compatibility, unlike yours. And we're still in dire need of an upgrade to WDE+, so keep working at that!^^ I must say I appreciate Phoenix' willingness to compile it himself for Windows users though!