Broken Dimension (OScoder's Worklog)
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LUA.dll made
hi,
I've now got a working dll for LUA scripts, get it now at http://www.booleansoup.com/ind … e=wip&id=26.
Next thing I plan to do is write up a design of the RPG engine, so I know which part is going to do what. Expect it in a week/month/year (delete as appropriate),
OScoder
I've now got a working dll for LUA scripts, get it now at http://www.booleansoup.com/ind … e=wip&id=26.
Next thing I plan to do is write up a design of the RPG engine, so I know which part is going to do what. Expect it in a week/month/year (delete as appropriate),
OScoder
(Posted on April, 27th 2008, 14:34)
1 comments
1 comments
LUA.dll almost done
Hi,
Work with my dll that allows use of LUA scripts in dlls is going along quite nicely. I can now write a script that loads NPCs, writes stuff to the screen and gets a string from fenix. I just need to add a little functionality (like letting the fenix game call LUA functions), fix a bug (see below), and tidy up/document the code (almost no comments atm!). Also, here's a screenshot:
You can see the bug there: it ought to write "int test good", not what it does! Can anyone suggest where to start looking to fix?
Anyways, here's the script that did it:
OScoder out
Work with my dll that allows use of LUA scripts in dlls is going along quite nicely. I can now write a script that loads NPCs, writes stuff to the screen and gets a string from fenix. I just need to add a little functionality (like letting the fenix game call LUA functions), fix a bug (see below), and tidy up/document the code (almost no comments atm!). Also, here's a screenshot:
You can see the bug there: it ought to write "int test good", not what it does! Can anyone suggest where to start looking to fix?
Anyways, here's the script that did it:
Code:
-- script.lua
fenix_write(0,10, get_game_name())
if(get_some_int() == 23) then
fenix_write(0,20,"int test good")
end
if(get_some_number() == 1337) then
fenix_write(0,30,"number test good")
end
add_NPC(2,50,100)
add_NPC(2,100,100)
return 1337
-- TODO:
-- BUG - write function not working right
fenix_write(0,10, get_game_name())
if(get_some_int() == 23) then
fenix_write(0,20,"int test good")
end
if(get_some_number() == 1337) then
fenix_write(0,30,"number test good")
end
add_NPC(2,50,100)
add_NPC(2,100,100)
return 1337
-- TODO:
-- BUG - write function not working right
OScoder out
(Posted on November, 17th 2007, 14:31)
1 comments
1 comments
LUA for Fenix has Begun!
Upon this day I have successfully made fenix run a lua script. How good! Now I just I have to write a hoarde of wrapping functions... '
(Posted on November, 1st 2007, 00:11)
5 comments
5 comments
Update
Here's an update on the rpg engine so far:
After getting the tile engine to work on fenix, I found it rediculously slow, and couldn't/didn't want to imagine how bad it would be on an actual game!
I've started it from scratch again now, yet being the hopeless idealist and stupidly ambitious person that I am I have decided to write my own sdl wrapper (based on DIV) from scratch along with it! So far almost got the basics done (images, processes, etc) - although processes work in a slightly different way from DIV (more like, event based). Next to implement is resource handling (like, sound ids, etc) and collisions.
I wonder if I'll finish this?
OScoder
edit:
Changed my mind again! I'll stick with fenix.
After getting the tile engine to work on fenix, I found it rediculously slow, and couldn't/didn't want to imagine how bad it would be on an actual game!
I've started it from scratch again now, yet being the hopeless idealist and stupidly ambitious person that I am I have decided to write my own sdl wrapper (based on DIV) from scratch along with it! So far almost got the basics done (images, processes, etc) - although processes work in a slightly different way from DIV (more like, event based). Next to implement is resource handling (like, sound ids, etc) and collisions.
I wonder if I'll finish this?
OScoder
edit:
Changed my mind again! I'll stick with fenix.
(Posted on March, 1st 2007, 18:38)
6 comments
6 comments
Loads of things added
Ok, after alot of tidying up and re-organising my code, the tile engine can now handle multiple layers (each in a separate proccess, so properties can be selected such as z value, flags and zoom). Processes can now move around very much like in the original DIV scrolling system, by calling a process that manages 'relative positioning' for them - there are also comera controlls to go with this. Finnally each layer now has an event map, so it is possible to stop characters from walking into walls!
Now all I have to do is make the editor for this
Now all I have to do is make the editor for this
(Posted on February, 25th 2006, 22:27)
5 comments
5 comments
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