The engine uses AGS-style hotspot system, and sends string messages, or events, whenever mouse cursor interacts with something, or player enters a region etc. The Real Programmers(TM) can still use separate scripts if needed, for example to define GUI layouts or cutscenes, or whatever. It's like having the movie script page in front of you and everything that happens in the room is on that page. I kept the one-script-per-room system similar to AGS, as it seems more intuitive for non-programmers. ![]() Actual syntax is dictated by Gamemaker's GML scripting language which sadly doesn't support dot notation, so everything is done as procedural, C-style function calls. The goal was to create a scripting environment for non-programmers that would be mostly similar to movie script-writing.įor script commands, I was mostly driven by the way how stuff works in SCUMM and AGS.
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