text based game

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supertails
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Re: text based game

Post by supertails » Sun Jul 18, 2010 9:53 pm

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.

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Luiji
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Re: text based game

Post by Luiji » Sun Jul 18, 2010 10:31 pm

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.

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Jasoco
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Re: text based game

Post by Jasoco » Mon Jul 19, 2010 4:43 am

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

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Luiji
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Re: text based game

Post by Luiji » Mon Jul 19, 2010 7:09 pm

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.
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Robin
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Re: text based game

Post by Robin » Mon Jul 19, 2010 8:19 pm

or BrainFuck? :D

Just don't do it in Java. Or GameMaker. /me shudders
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Luiji
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Re: text based game

Post by Luiji » Mon Jul 19, 2010 8:54 pm

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.

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Robin
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Re: text based game

Post by Robin » Mon Jul 19, 2010 10:16 pm

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. :()
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Luiji
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Re: text based game

Post by Luiji » Mon Jul 19, 2010 10:49 pm

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

Code: Select all

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

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vrld
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Re: text based game

Post by vrld » Tue Jul 20, 2010 8:38 am

Text games using SDL can be great: Dwarf Fortress
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bartbes
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Re: text based game

Post by bartbes » Tue Jul 20, 2010 11:41 am

ASCIIportal.

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