Re: Scripting Systems

gekido <[email protected]>
Newsgroups gmane.games.devel.general
Organization Gekido Design Group Inc
Message-ID <[email protected]>
alot of our beginning designers also have problems with case sensitivity 
with our script language, again something that could be called a 'bug'.

similar situation, we've had to just browbeat the windows users into 
acknowledging that there are differences between 'Name' and 'name' in 
the rest of the computing world ;}

cheers
mike w
www.gekidodesigns.com

Brian Hook wrote:

>>in gamedev. It is cool to use a very flexible language for small
>>stuff like scripting parts of level.
> 
> 
> But you'll have the same problems.  Language syntax errors, e.g. 
> forgetting a "do" or "end", can be caught using the luac compiler, but 
> semantic syntax bugs, e.g. "nname" instead of "name", won't be caught.
> 
> So if you script just triggers or just scripted sequences, you can 
> still have a problem with errors.  Sure, the problem is minimized, but 
> it still exists.
> 
> Brian
> 
> 
> 
> 
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