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Scripted Sequences on the GBA   Message List  
Reply | Forward Message #13221 of 15019 |
Hey guys,

I'm working on my first professional project via contract at the
moment. (Yay me!) Anyway, I'm trying to decide on the best way to
implement scripted sequences. Without giving away any details on
what type of game were working on (NDA and all) let me just say that
I need something able to take care of the classic "move and act"
functions like you would usually see in the scripted sequences of a
RPG.
I was wondering if anybody has any reccomendations on how would be
best to implement this. I've all but eliminated the possiblity of
writing an actual "scripting language" as I don't see this being run-
time or dev-time effecient. Right now I'm basically considering
creating a C++ macro language and exporting a .h file with the map
which is then compiled into the program. Then I would create a
massive, hand-written switch/case-statement to get to the correct
script (each map will have a unique ID#, and each script within each
map will also). Unfortunantly, this seems like the devil's own
scripting system, and it's hardly going to be an effecient mechanic
for content creation.
Any ideas on how to improve this would be greatly appreciated.

Thanks
staringmonkey





Tue Nov 5, 2002 8:49 pm

staringmonkey
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Message #13221 of 15019 |
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Hey guys, I'm working on my first professional project via contract at the moment. (Yay me!) Anyway, I'm trying to decide on the best way to implement...
staringmonkey
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Nov 5, 2002
10:37 pm

First let me rephrase a bit what you seem to have said below... You plan to have m maps, and within each map you may have n scripts. You could think of each...
John Seghers
johnse98072
Offline Send Email
Nov 6, 2002
3:01 am

I'm unsure if I did understand your question right, but let's try... [...] ... Managing scripted sequences in actual code may not be a good idea as for...
Omar Cornut
segamastersy...
Offline Send Email
Nov 10, 2002
1:30 pm
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