But, short of that, does anyone have any other suggestions?
-Rodney
Yes, by all means write an interpreter! It's not that hard and fun
too, with no script limits. I did this in Hypercard once. I needed to
munge huge text files for translation between databases, so I created
an 'action
http://www.devarticles.com/c/a/Development-Cycles/Learning-About-
the-Graph-
Construct-using-Games-Part-1/
Thanks for the link, Xavier. I added it to :
http://revolution.lexicall.org/wiki/tiki-index.php?
page=TechniquesGraphDrawing
A page in the revolution wiki on graph drawing techniques.
Thanks again for your help Xavier. The article on graphs looks very
interesting and is definitely a useful idea to know about. I'll keep
that and the devarticles site bookmarked for future use.
Your TAOO technique looks to be an advanced extension of the kind of
thing I'm thinking about doing
I wrote a nice mail to respond to all this but again, i got
censured/waiting for approval...
grrr
you'll have to wait until Heather gets to it if she does in time...
in brief, i have such an engine...
cheers
Xav
[EMAIL PROTECTED] wrote on 12/08/2005 07:42:17:
On Aug 11, 2005, at 12:31
Geoff,
The virtual card table that you propose would be relatively simple
compared to what I am proposing. It is really just a first step along
the lines of what I am hoping to create. Granted, it is more open
than what I would provide, but the engines to do what you want and
what I want
On Aug 12, 2005, at 1:12 AM, Rodney Somerstein wrote:
I'm curious how, without codifying rules, you handle dealing cards
face up/down as desired? Would you require an extra click to flip
the card? In real life it is one smooth motion. If the game knows
how the card is supposed to be dealt
msg sent yesterday - censured by size you might get it once again
IF someone ever checks the censured messages... So i edited it
a bit more...
Rodney,
you seem to have a good idea of what you want which is great
the if statements dont need to be done in a parsed interpreter
if that's what you
Thanks for all of the ideas, Xavier. This is exactly the kind of
thing I was looking for. As I mentioned previously, I don't have a
formal computer science background. I have read enough so that I am
at least vaguely familiar with lots of different things which is why
I figured that there are
Rodney Said
Thanks for all of the ideas, Xavier. This is exactly the kind
of thing I was looking for. As I mentioned previously, I
don't have a formal computer science background. I have read
enough so that I am at least vaguely familiar with lots of
different things which is why I
On Aug 10, 2005, at 11:55 AM, Rodney Somerstein wrote:
This application is going to require a scripting language. My
understanding is that Transcript isn't a viable scripting language
for this purpose (correct me if I'm wrong, please) because there
are limits as to how much can be done on
By far the easiest way to handle this would be by exposing
Transcript to your users. Send an email to the rev crew directly
regarding your needs. The ten-line limit in executables is an
artificial limit designed to prevent you from creating your own
development environment in Rev and
By far the easiest way to handle this would be by exposing
Transcript to your users. Send an email to the rev crew directly
regarding your needs. The ten-line limit in executables is an
artificial limit designed to prevent you from creating your own
development environment in Rev and
Rodney,
One way to go around this limitation is to build an interpreter for the
users.
What the users could do is work on a list of instructions that your script
interpreter would execute for them.
This way you dont have the 10 line limit... However you have to wrap into
handlers all the
Some big question here Rodney. I could do with another day or two to
mull it all over before replying - but I know this weekend is going to
be very busy, so I'll reply now - and maybe correct myself a bit on
Monday or Tuesday.
btw - I don't know what you mean by European-style modern games.
But, short of that, does anyone have any other suggestions?
-Rodney
Yes, by all means write an interpreter! It's not that hard and fun
too, with no script limits. I did this in Hypercard once. I needed to
munge huge text files for translation between databases, so I created
an 'action
Thanks to everyone for the suggestions so far. Robert's suggestion
about requiring anyone who wants to create game modules to purchase a
Dreamcard license won't work. This is an open source/free project I'm
embarking on. Using Revolution makes the open source aspects less so
as fewer people
Being the Resident Curmudgeon (self-described and not universally
acclaimed), I figured I'd jump in with another viewpoint or two.
First, let me say I think this project could definitely be done well
in Rev. I haven't seen anything in your requirements or this
discussion that leads me to
Yes, by all means write an interpreter! It's not that hard and fun
too, with no script limits. I did this in Hypercard once. I needed
to munge huge text files for translation between databases, so I
created an 'action processor' with a simple language that could save
its code as a resource in
At 2:55 PM -0400 8/10/2005, Rodney Somerstein wrote:
This application is going to require a scripting language. My
understanding is that Transcript isn't a viable scripting language
for this purpose (correct me if I'm wrong, please) because there are
limits as to how much can be done on the
Second, if you do decide to do an interpreter, check out YACC
(Yet Another Compiler Compiler) at http://dinosaur.compilertools.net/
yacc/ . The tool may or may not be useful to help you
generate what you need here but I bet it'll help you think
about your needs in a more structured way.
sez [EMAIL PROTECTED]:
It seems to me that as the language grows it will get
progressively slower if I'm just continually adding IF-THEN
statements or adding to one large CASE statement.
Exactly how many language-tokens are you going to *need* for this thing?
Hmmm... in no particular order:
Thanks for the input, Dan. Can you tell me a little more about the
table driven approach you were mentioning? Are doplay and playTheGame
two different commands, both of which take the same arguments? Or is
doplay the user command and playTheGame is the script that I would
call after
Can you provide a built-in library of commands, functions, and
properties for game scripters? With this, your users could do
powerful things - say, change the color of all pieces, or set the
permissible moves for a piece - without having to use lengthy
scripts. Most of the scripting would
Rodney Somerstein wrote:
Another consideration is that if I switch away from Rev, I will need
to switch to a language other than my scripting language being used to
write the base application. Unfortunately neither Python or Ruby seem
to offer any easy way to write standalone applications
Cubist writes,
sez [EMAIL PROTECTED]:
It seems to me that as the language grows it will get
progressively slower if I'm just continually adding IF-THEN
statements or adding to one large CASE statement.
Exactly how many language-tokens are you going to *need* for this thing?
Hmmm... in no
Rodney Somerstein wrote:
I will
never implement every possibility, which is why I want developers to
have access to a full-featured language if possible. When the developer
wants to go beyond using simple logic to hook these pieces together,
then they would need a license for DreamCard, etc.
On Aug 11, 2005, at 12:31 AM, Rodney Somerstein wrote:
But, short of that, does anyone have any other suggestions?
I had thought of creating something like this as well in the past,
and had come to the conclusion that if I were doing it, I wouldn't
try to implement the rules. Instead,
Well, I was sort of designing on the back of a napkin there, but my
idea was that the first entry in each line is a command, the second
line is the name of the function that command calls, everything else
on the line is a parameter to that function/method call.
On Aug 11, 2005, at 4:04 PM,
I have owned a copy of Rev for several years and am trying to decide
if it is appropriate for a project that I want to do. I haven't done
that much work with Rev, just played around with it. I have a pretty
good background in HyperCard, so the basic concepts of Revolution
make sense to me. I
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