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Example: Customizable responses https://xmoonproductions.org/viewtopic.php?f=28&t=809 |
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Author: | thepayne [ Wed Feb 19, 2014 11:51 am ] |
Post subject: | Re: Example: Customizable responses |
I am very impressed with the progress. I can't wait to test it out myself^^ |
Author: | GarudaOne [ Sun Feb 23, 2014 2:27 pm ] |
Post subject: | Re: Example: Customizable responses |
wow, this will open up so many opportunities along with modeling, though i have a feeling i am better at scripting than modeling. i think i will stick with modeling, customization is one of my favorite points in the game. |
Author: | TheMohawkNinja [ Fri Mar 14, 2014 6:50 pm ] |
Post subject: | Re: Example: Customizable responses |
I have some questions as to how this is all going to be done.
Oh, and a suggestion if you haven't already done this: When you release the scripting tool(s), could you post a table of what each function does and what the arguments represent/are limited to so we know what all the functions are? I am so looking forward to the flood of custom scripts that people are going to make with this. I know I'm going to make some! |
Author: | xpadmin [ Mon Mar 17, 2014 5:56 pm ] |
Post subject: | Re: Example: Customizable responses |
-How will someone go about scripting? Will there be a "go to scripter" button in the menu? Will it be a separate application, or are we just going to have to write it in notepad and save it to a specific folder? You can use any text editor to create/edit the script. I will post manuals on the forum, on how to create simple scripts, and also how to do more advanced features. You can create a simple test scene and work from there. - Going off of the first question, when we are scripting, will it be sort of like actual programming whereby there is a textbox to code, a compiler to make sure there aren't any syntax errors, and a button to run the program? Will there be more than that, less, or something totally different? You will have feedback on errors. They can be runtime or compile errors. A good approach will be to use a standard script and change that. - Will we be able to import our own sounds, textures, etc? Yes, definitely. - Will we be able to put any character in any location? (i.e. put Samantha in the pool, or Latisha in the fitness center) Yes |
Author: | TheMohawkNinja [ Wed Mar 26, 2014 2:24 pm ] |
Post subject: | Re: Example: Customizable responses |
I've thought of a few more to make me even more anxious for the update.
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Author: | thenetrebel [ Sat Aug 23, 2014 4:45 pm ] |
Post subject: | Re: Example: Customizable responses |
I think one of the most important features would be a fast compiling and running of the scripts. If its possible to do a fast try and error approach, more ppl will try to code own scripts. So maybe its possible to load the script changes on runtime as soon as the script gets changed. |
Author: | xpadmin [ Sat Aug 23, 2014 5:10 pm ] |
Post subject: | Re: Example: Customizable responses |
@thenetrebel The scripts are compiled at runtime, there is not really a notable compile time. Easiest way to create/change scripts is: 0) Create/change script 1) Start XStoryPlayer in scene mode this way you directly start at latest save. 2) Test if it works (you can compile error in trace.txt and on in a popup), runtime errors are also shown in trace.txt file and popup. 3) Repeat at step 0 You can create you own story packs will all the script and data in it. So you can take an existing story, change it and make a new pack for it and then distribute it (on the forum e.g.) |
Author: | thenetrebel [ Sat Aug 23, 2014 6:02 pm ] |
Post subject: | Re: Example: Customizable responses |
okay, but would it be possible to make the story player reloading a scene as soon as a script gets changed? (without restarting the whole application) |
Author: | friendly [ Sat Aug 23, 2014 9:08 pm ] |
Post subject: | Re: Example: Customizable responses |
Now that's what I call a REPL! |
Author: | xpadmin [ Sun Aug 24, 2014 10:10 am ] |
Post subject: | Re: Example: Customizable responses |
@thenetrebel You do not have to exit XStoryPlayer to test new script. A reload of the last save will also work. N.b. I personally find it easier to exit XStoryPlayer because switching 3d app with other window apps is not always easy. But if you work with multiple screens this work-flow may work for you better. |
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