Squirrel’s in-game script reloading

Today I’ve achieved what I wanted… a method to reload scripts in-game without having to restart the game or even the level. I know that probably those mentioned events will happen a lot, but I’ll be happy to be able to a lot of other times change a bit of an enemy behaviour without needing to “get back to where the bug happened” (which takes time and sometimes doesn’t even work).

The only caveats are that the language doesn’t allow to add new member variables (as JavaScript would) nor remove functions, but it allows to replace and add new functions on the fly. Maybe for big changes it wont work, but for tweaks it’s a charm. A workaround is to make all instances to have a unique table as a member variable to hold on to any new member variable needed until the next “reset” iteration.

With this feature and some in-game graceful handling of script errors (syntax and logic) to avoid a total crash, hopefully, I’ll be able to work comfortably and with shorter try-test-fix iterations.

Thanks for reading

Posted: 2012-04-03 18:57 | Author: | Filed under: Uncategorized | No Comments »

Verticastle is GO

So… I’ve been on vacation and lazy as hell referring to production, but now I think I know where I want to go with my projects. Hopefully I’ll have an alpha of Verticastle for July of this year.

It’s being developed in C++/SFML/Squirrel+sqrat (might change to Javascript v8+v8-juice). I really want to be able to have the good stuffs of scripting I’m used to from Flash, but even pushing it a notch: Keeping the state and dynamically changing entity behaviours while in-game (paused).

So I’ll be working on basic stuff first, state handling and changing, pausing, overriding script functions and such.

Posted: 2012-03-29 16:33 | Author: | Filed under: Uncategorized | No Comments »

New 2bam page!

I’m starting to use WordPress to make it easier to maintain my personal web page updated.

I hope you like it!

Posted: 2011-09-05 03:41 | Author: | Filed under: Uncategorized | No Comments »