Post by IsmAvatar on Jul 31, 2005 10:39:41 GMT -5
This information has quite a few uses - not only for creating an IDE.
I'll list the uses here. feel free to post reply any other uses you might think of.
1) Index Modifier. In GameMaker, all resources have an Index (see documentation). Unfortunately, in GM, you're stuck with the index you got. In fact, if you create a resource and then decide to get rid of it, counting begins AFTER that rather than overwriting it.
2) Tree Manipulator. GM has a tree, as we all know, on the left. You're pretty much stuck within set limits for that tree - you can't even rename the resource folders or rearrange them to your liking. I've documented the tree in the txt very nicely, and you should be able to modify the tree without too much trouble. It would be nice if there was a program to modify the tree or rearrange items in it or what not.
3) External Resources - like Objects. I've fully documented all of the resources, and it shouldn't be too much of a challenge to read/write to that information. Why not save objects and rooms externally? Then you can quickly modify them without having to ever open up GM.
4) Patches. Not full executable patches, but .gm6 patches. .gm6 files can get pretty large after a while, especially once you have a couple hundred sprites and sounds in there. With my documentation, you can make a program that looks through for any pieces that have changed between 2 versions, and record them. Also, many resources have a 'default' setting, so all you would really need to do is just say 'create a new resource of this type' and 'set these settings' rather than recording the entire resource. Of course, the person on the other side would have to have a patch program to be able to apply the changes.
5) Code Checker. This would be a little bit of work, but would be well worth it. Objects, Rooms, and Timelines all have codes that you can't check with 1 fell swoop. All you'd really need to do is make sure all functions have the right number of arguments, all functions have the right kind of arguments, all curly brackets have a counter-bracket (1 begin for every end, 1 end for every begin), and other such syntax checking.
6) A D&D to Code converter. I personally don't like the action_ functions, so I'd probably come up with my own functions to replace the D&D actions.
7) An entire IDE! Especially so that you can make .gm6's in Linux or Mac or whatever other OS you can think of that supports the file format (what, fat32?). Also, you can make your own Windows IDE. For your own IDE, you can also implement many of the things I've stated above - to make it better than GM. Of course, you could never compile the code - you'd have to open it up in GM itself in order to do that.
I don't mind a little competition for my LGM. It would be great to see the different designs you can come up with. If you use the D&D to Code Converter, you could have an entirely code-based GM - you wouldn't have to keep dragging over the "Insert a piece of code" action - you could just click the event and start typing.
So... Get carried away. Have fun with it. As long as my name appears in the credits, I'm happy. Post your WIP and finished products in these forums, and I'll do the same.
Indicates a Work In Progress (WIP)
Indicates a Finished Product
-IsmAvatar
I'll list the uses here. feel free to post reply any other uses you might think of.
1) Index Modifier. In GameMaker, all resources have an Index (see documentation). Unfortunately, in GM, you're stuck with the index you got. In fact, if you create a resource and then decide to get rid of it, counting begins AFTER that rather than overwriting it.
2) Tree Manipulator. GM has a tree, as we all know, on the left. You're pretty much stuck within set limits for that tree - you can't even rename the resource folders or rearrange them to your liking. I've documented the tree in the txt very nicely, and you should be able to modify the tree without too much trouble. It would be nice if there was a program to modify the tree or rearrange items in it or what not.
3) External Resources - like Objects. I've fully documented all of the resources, and it shouldn't be too much of a challenge to read/write to that information. Why not save objects and rooms externally? Then you can quickly modify them without having to ever open up GM.
4) Patches. Not full executable patches, but .gm6 patches. .gm6 files can get pretty large after a while, especially once you have a couple hundred sprites and sounds in there. With my documentation, you can make a program that looks through for any pieces that have changed between 2 versions, and record them. Also, many resources have a 'default' setting, so all you would really need to do is just say 'create a new resource of this type' and 'set these settings' rather than recording the entire resource. Of course, the person on the other side would have to have a patch program to be able to apply the changes.
5) Code Checker. This would be a little bit of work, but would be well worth it. Objects, Rooms, and Timelines all have codes that you can't check with 1 fell swoop. All you'd really need to do is make sure all functions have the right number of arguments, all functions have the right kind of arguments, all curly brackets have a counter-bracket (1 begin for every end, 1 end for every begin), and other such syntax checking.
6) A D&D to Code converter. I personally don't like the action_ functions, so I'd probably come up with my own functions to replace the D&D actions.
7) An entire IDE! Especially so that you can make .gm6's in Linux or Mac or whatever other OS you can think of that supports the file format (what, fat32?). Also, you can make your own Windows IDE. For your own IDE, you can also implement many of the things I've stated above - to make it better than GM. Of course, you could never compile the code - you'd have to open it up in GM itself in order to do that.
I don't mind a little competition for my LGM. It would be great to see the different designs you can come up with. If you use the D&D to Code Converter, you could have an entirely code-based GM - you wouldn't have to keep dragging over the "Insert a piece of code" action - you could just click the event and start typing.
So... Get carried away. Have fun with it. As long as my name appears in the credits, I'm happy. Post your WIP and finished products in these forums, and I'll do the same.
Indicates a Work In Progress (WIP)
Indicates a Finished Product
-IsmAvatar