## text based game

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Prole
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### Re: text based game

Thank u guys for the help. I got the game working but I'm afraid the game will have a force ending point to it.
There's only so much keys on a keyboard.

Luiji
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### Re: text based game

Never write a text-based game in LOVE unless you want graphical text. Why?
• You will have to manage the text on the screen using all sorts of crazy code.
• You will have to distribute a monospace font.
• You will have to draw onto an SDL window as supposed to a Terminal window, thus making console users unable to run a console-based game!
• SDL takes up WAAAAAY more memory then a plain Terminal window.
Just write your game in pure Lua!
Good bye.

Jasoco
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### Re: text based game

You might as well find a copy of DOSBox, get a copy of QBASIC or QuickBASIC and write it in there.

Luiji
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### Re: text based game

Gluh, making people have to install DOSBox would be lame as heck unless you are trying to make a retro-graphical game. For a text-based game, I still highly recommend using Lua pure, Python, Ruby, or something else.
Good bye.

Robin
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### Re: text based game

or BrainFuck?

Just don't do it in Java. Or GameMaker. /me shudders

Luiji
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### Re: text based game

I wouldn't suggest GameMaker for the same reasons as LOVE. I won't re-list what I've already stated.

BrainFuck would only be good if you want everybody to think you're awesome.

If you want to do more rapid development and stuff, then I recommend Python. Why? I don't know. I guess because a lot of people know it so people will easily be able to understand your code if you want to invite others to help develop it.
Good bye.

Robin
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### Re: text based game

Luiji wrote:BrainFuck would only be good if you want everybody to think you're awesome.
I fail to see how that ever would not be the case.
++++++++[>++++++++++<-]>.<+++[>++++++<-]>+.>++++++++[>++++++++++++<-]>+.+++++++++++..+++++++++++++.
Luiji wrote:If you want to do more rapid development and stuff, then I recommend Python. Why? I don't know. I guess because a lot of people know it so people will easily be able to understand your code if you want to invite others to help develop it.
Personally I would use Python if I wanted to use fancy terminal action (because Lua won't help you doing much more than manually printing ^[[1m and friends, plus Python's simplest line editing capabilities are much higher than Lua's) or ditto string action (have I mentioned I hate strings in Lua?).
But I prefer Lua if I'd want the engine to get out of my way, so I can focus on the textual part of the game. (At which point I usually abandon the game. )

Luiji
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### Re: text based game

Programming an entire text-based game in BrainFuck is impressive to newbes, I should say.

Code: Select all

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++.[-]
+++++++++++++++++++++++++++++++++++++++++.
Good bye.

vrld
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### Re: text based game

Text games using SDL can be great: Dwarf Fortress
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bartbes
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