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Yes but I have more experience with C# so its a instant selection not the best according to
you but I would stick to it. -
ShookumScript simply because I have to learn it and like I said I would prefer C# just because
I have some knowledge of it. -
Alright
Fair enough.
can be picked up a lot faster than C#, I think you would really like it. It uses type inference so it feels a lot like python while having more of the safety of something like C#
I’m sure its great but I took another look at the site and the pricing became discouraging I’m a Microsoft 2nd Party Developer and the
Xbox One is a platform I support and i currently have 2 games I’m working on one of them is on hold and archived for later and the new one is
a game for the Xbox One so this I will pass but still a nice concept for those who are willing to go through it.
The pricing for console development is not listed. How did you become discouraged without knowing the price?
Kickstarter has begun!
You should use then
PIPING DATA
Well first of all i don’t know how to store thousands of variables up in Skookum script like I can easily do in batch script… Because my batch script already has got 78 pages of set statements to store up all the game variables in memory. That’s the first hurdle getting the game to store lots of variables in memory. Second, I don’t know how to set up a dialog text system with Skookum script…By dialogue system, I mean showing matching text and pictures with the audio playing or just audio playing with no text subtitles or pictures, or how to set up the second widget with all the choices and consequences decisions because I’ve got the pic and text matching widget now all set up but not got the choices and consequences widget system set up yet or the audio play system set up, which i assume the decision choices to the text dialogue would have to be done as a data table piped into the second widget to display the different choices associated with that dialogue somehow using ID numbers. This is the part I don’t find so easy to try to set up with Unreal Engine… Because I am not familiar with the Blueprint system for
those things. So you really need a experienced Blueprint programmer to tell you how to set this type of system up. Got half of it set up,
its just the choices and the audio now to set up.
It is so easy to set this up all in batch script because batch script just pipes things all for you using environment text labels… And you can also have arrays nested inside other arrays, but in Blueprints, there are problems when you try to nest arrays inside other arrays that use for loops, blueprints seem to have a problem with using multiple arrays, and some of my batch code I use up to TWO or THREE nested arrays inside each other to check for flags or for certain conditions in the game… But in Blueprints you have to build all the piping yourself using all these nodes you have to build the arrays and i have thousands of them in my batch file and blueprints slows the engine down when you use alot of nodes
so it gets complicated because blueprints is rather limited…And I don’t know Blueprints all that well.
Nesting arrays is easy in , you would like it.
Seriously, when you have thousands of variables just for the dialog system you already did something wrong when designing the system. This sounds like you load all dialogs and variables for it immediately into memory. Restructure your data, use datatables / a database / a search engine for storage and retrieval.
Good suggestion. I have wondered what it would be like to use prolog for dialog trees, I think it would be pretty interesting.
Well I happen to believe that ARPG games use more flags and variables than what your simple little basic 2d platformer scroller does. That’s why I use more flags and variables to keep track of all the events changes happening in the storylines. I have over 100 different worlds also in the game so its not that simple a game when more than one world is involved. Now as for my batch file, I don’t care if my batch file contains all the dialogue in it or whether it loads all up into memory or loads just part of it in memory.
The batch file contains all the game variables, all the areas, all the game conditions and all the dialogue, so that batch file actually represents stage one of my game’s development. For no way am I gonna just jump straight into Unreal Engine and just build up all my 3d game worlds from nothing without having first a plan to build the game all from. I aint gonna take a sledgehammer to the engine later on to try to break up all the code in it after laying down all the wet concrete only to find its all hardened up inside the engine with all those thousand of file dependencies that the engine welds it all into just to try to shove in some last minute code changes to the game. No, I have to make those kind of decisions at the very beginning of the game development, not at the end of it. Thats why I make all the changes in that batch file first before putting those changes into the engine. 13800 lines of dialogue have already been put into a csv data table in the engine…
Yeah, you will need flags. and yes, you will need other variables. But this really sounds like “oh, i have a choice of dialog with NPC a and need to know later which answer he chose. so lets do a variable npc_a_dialog_x_choice”. And that just hurts in my role as Development lead and architect for business applications.
But of course, if you dont care, thats completely ok. I still do not understand though why you are attacking skookum, almost if they are forcing you to use it.
Well take look at Kotor II, for example that wasn’t just always a yes or no game, some of the dialog in that game were was nested up to 10 or more levels deep in some of the conversations with the NPC’s. So it had depth to some of the storylines. And no the choices are not just reduced to simple yes or no ones, but choice and consequence type games present a whole range of different choices to choose from
in the conversations.
[COLOR=#24678d]Storm wants to talk to you (Talk to Storm)
Ask about the Gronks.
Buy Gronk Pet Food
Buy a Pet Gronk from the Breeder’s ground.[/COLOR]
So in consequence, yes more flags and variables will be the result if I want more choices in my game dialogue than just letting the user
choose a yes or no type choice but I don’t mind. Because none of that really matters in a batch file because batch files can be up to 2 gigs or bigger according to Microsoft and they only load a small portion of themselves up into the memory… So the batch file can handle it. but Putting all those variables however in the limited Blueprints???, i can’t really see that being really effective since Blueprints are just too slow at executing things. And as for C++ It would take years to try to learn that language as its quite advanced, So Skookum tries to fill in the gap between
the blueprints and C++ but I can’t blame skookum either for wanting to try to improve things with the blueprints and trying to form a bridge because blueprints at the moment in the engine are rather slow…Does Skookum support multi colored text?
Whats to stop a hacker from modifying these scripts at run time to say unltimated fire rate or some other crazy crap…
I do know on the server side you can add a timer to check the rate at which a gun is fired… Or a rpg skill is casted etc…
Game Hacking? Well, some game developers do install in their own special cheat hack menus into the games and then they ship the games out for distribution, then the public plays all the games, discover all the hidden cheat codes, and then they get all published up on
all the game cheat websites…
As for my game, I already have some weird stuff going on in it. The game is a bit hilarious,the bugs will take away your minimap if you ever go to Noobus), , (one of my game worlds I’m working on) My game batch file was only designed to run only just my own computer system so if people take my file and try to run it on their own system then up will pop nothing but thirty thousand file name errors. So it would be an absolute nightmae to try to run that file so I’m not worried about my game batch file getting broken into because 1) its not in the main engine build and 2) It dosen’t use any of the engine files. The batch file and the resources to test and debug the game dialogue and audio and other stuff was created all separately away from the main engine files.
Seriously, you blame Blueprints to be limited because you are not able to design a system that is performant and memory saving? This is almost like the people saying blueprints make everything so slow, then you see them packing all their logic into the tick method.
And when talking about so many variables and so on, you do know and understand OOP and how to actually use it?
Hi.
I was going to pledge to help get this course started until I saw that you are requesting 35k. Does it take 35k to produce an excellent quality tutorial? Honestly, that threw me…
teak
I can’t imagine why anyone would choose this skookum stuff over c++ or blueprints.
C++ is not only industry standard but also used in an incredible amount of different professions, and the blueprint system is built specifically for Unreal and is updated frequently by the Epic team.
Learning different language ( which is also barely heard off ) just because it’s easier is a massive waste of time.
If you want to do it for a hobby or because you really have a lot of time then yes maybe. But right not to learn it purely for creating a game on a platform such as this is just pointless.
Sure C++ is not easy and it takes time to learn but every hour spent on learning such a powerful language is an hour spent for better development of your own skills.
Plus 35 000 $ for a tutorial series? I understand that with such large amount of money this course will be at least 100 hours long have many examples, ready to download projects, pdf documentation about everything in the tutorial series and an entire basic game created around that tutorial series.
If C++ is not easy to program then it must surely be a nightmare in trying to DEBUG it.
35 thousand dollars now for making half a game ???