Interactive? I don’t believe Skookum can handle a full blown RPG Interactive Dialog Game with Choices & Consequences. If it dosen’t handle multiple arrays for doing all the dialogue conversations then the script is of little use to me. I think Skookum might be more for basic game scripting.
that only talks about that script vs C++, not blueprints
Please calm down a bit.
- is not made by the OP, but it makes sense that they provide course material for it.
- can handle whatever you tell it to do. You know, everything you can do with blueprints you can do with this scripting language too.
- Remember Unrealscript? AAA Studios used it even though they had the full engine source code. Why? Cause it was quicker and easier to write, besides a sometimes strange syntax and performance drawbacks.
- No need for blown up graphics when the actual course is about a scripting language. Why should i expect Witcher3 - graphics in a course that i.e. teaches me how to move stuff from a -> b with a script? Usually you do those with boxes and cylinders as “graphics”.
Finally, i really have no idea why you are that hostile. Professionality looks different.
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I am glad to hear that
Ah, this post shows many examples of Blueprints being simplified by . I should have read your first question more carefully.
t/butterflies-are-skookum/282
I was not trying to connote that when I mentioned interactivity. Let me clarify, the code can be changed while the game is running and recompiled on the fly. compiles much faster than C++. comes with a repl(read evaluate print loop), where you can test all sorts of things while the game is running. These technologies are immense productivity boosters, they are also great when learning how to program for the first time.
can easily handle a dialogue system, it is a turing complete language, therefore, it can express anything that another programming language is capable of expressing.
I don’t believe that Skookum is more reliable and stable than C++. I believe it may be the opposite. But that the instability won’t show up until much later on in the game development. For my friend who programs in Blueprints has warned me from experience in using Skookum that he ran into trouble with
using it so he says don’t use Skookum for developing your game so when my friend speaks like that to me saying Skookum is bad, that Skokoum is awful to use and that I shouldn’t switch then I start to have serious doubts and don’t think Skookum is going to beable to make my game anyway because my game is like Kotor it has already over 2,360 Arrays lists to manage all the game dialogue and over 1,400
variables.
And because you two guys want to blow the trumpet all day about how great Skookum is
for your games, when you didn’t even develop a whole entire game yourselves with it and just
left half of the games functionality out, and only produced simple little games instead with just a little tiny bit of functionality in them. Well that is rather suspicious to me and shows to me that Skookum
may have issues with trying to implement full game functionality, and that is why I have very
good reason to be skeptical about thinking of switching over.
I believe that if I ignore my friends warning and just go ahead and put my faith and trust
in Skookum that later on down the road I will run into the same conflicts as my friend did
with the blueprints while trying to convert all my game functionality over into the
Skookum language. So it might work for doing very basic small games with some functions, but
I don’t think it will do the same for everything in my vast game. So because of his bad
experiences hes been having with Skookum I’m not convinced that Skookum will work
and have no good reason to switch.
Also I’m not going to waste hundreds of my hours of re-writing up all 217 thousand lines of my script to convert it over into Skookum if I know that its going to cause problems later down the road with the blueprints in the engine. For If Skookum is unstable as my programmer friend says as it was for him then its not worth me going through all that trouble of rewriting my game up for it.
And until I see Skookum actually develop a game with over 20,000 lines of text dialogue like Mass Effect then I’m not convinced it will work for based interactive 3d games with thousands of lines of dialogue in them.
Again, this here is not about Skookum good or bad, its about the OP trying to make a course about it.
Additionally, replace with Blueprints and you could say the same. Though Blueprints can now be nativized finally, it wasnt that way until 4.16 i guess. And Blueprints are interpreted with their own Intermediate Bytecode similar to C# or Java. Actually the same VM integration as it was with UE3 and UnrealScript. C++ will always be more reliable and faster than any higher level scripting language. But implementation can be much faster and easier with scripting instead of coding C++.
I am asking again, why so hostile against ? If you dont like, say it one time and dont use it, but right now you seem to be on a personal crusade against it.
has been used in complex games: /about/#sleeping-dogs
There is a lot of speculation in your posts, very little research. You should not treat your friend as a final authority on .
performance is quite good. Here is a decent post about it: t/sko…ormance/500/16
Who says that you HAVE to use ? And who in gods name says that you would have to convert your existing project? This is something to consider for a future project, not for something that has already much code.
And while your friend can be perfectly right about being unstable AT THE TIME WHEN HE TESTED IT. You know, beta stuff and so on.
Again, why are you taking this so personally?
That time SKOOKUM SCRIPT killed my parents…
That is a good point, has come a long way since it was first released. It is stable enough now that I feel confident in producing tutorials for it.
The code on that page is completely unreadable. Wtf?
What code are you referring to, Blueprints or ?
Exactly.
The syntax is inspired from smalltalk, liking or disliking syntax is subjective. What is restricting about the license?
The scripts. I’m not sure how they managed to make scripts that are less readable than c++.
It looks like the only thing you’re allowed to do is create scripts with the ide, compile, and bundle with the game. I’m mostly interested in scripts for modding so I would need a way for players to use the editor aswell and execute custom code at runtime.
Hey, just jumping in here to set some things straight and add some clarification.
We make and are not affiliated with the OP, though external people making tutorials for it is a great idea and we hope it will become a good resource.
uses the Apache License, Version 2.0 which allows you to use it for pretty much anything.
All good. We want to be used for modding. You can use it for that right now and we will be adding more out-of-the-box modding functionality all the time.
Here are some additional threads related to modding using that might give some useful info:
t/is-…an-eval/1186/1
t/end-user-modding/637/1
Then you are in luck because was used to write Sleeping Dogs. I’m not sure offhand how many dialog lines that it had, though several thousand for sure. I know that at any given time it had around 50 thousand concurrently running script tasks to simulate a Hong Kong game world. could be used to write KOTOR or Mass Effect without breaking a sweat. It is the engine that does most of the heavy lifting compared to and UE4 is amazing tech to be paired with.
One of the guys on our team wants this on a t-shirt.
A quick plug - just try out
For anyone who wants to know if is any good I recommend checking out the latest and greatest yourself. (The current marketplace version is a bit out of date - we submitted an update including UE4.17 support to the Marketplace team a couple of weeks ago though it still isn’t up as of this post. You can get the very latest from GitHub or some precompiled zip files.)
Even if you have a project that is quite far along, you can still get a massive benefit without converting your project by using the SkookumIDE to run script snippets live on any platform to help test things out and do quick iteration.
The syntax is different than say C++ as a baseline, though so are many languages. Lua is one of the most popular game scripting languages and it is even more different than C++. It won’t take you long to pick up and the differences will fade as you spend more and more time having fun iterating on your game.
We have been evolving the IDE and the integration with UE4 with great support from Epic Games. is designed to work in tandem with UE4 Blueprints and C++. As mentioned by the OP, is created by a team of game industry veterans and it has been used in big AAA games and several AAA studios are using it for their current titles. Many indies use too in 99 countries. We’d like to break the 100 country mark.
In the end, we created to help people make great games. We’re pretty passionate about it.
Good luck out there and good luck to DigitalScribes and their tutorials!
Thanks a lot!
C++ has a lot more syntax than , I really cannot see how would be less readable. C++, in general, has many corner cases. Unreal Engine’s specific version of C++ uses many macros that hide semantic meaning. I am a big fan of Lisp, the less syntax, the better. To each their own of course.