(06-29-2014, 07:10 PM)Breadophile Wrote: It's rather odd that you can't find a way to counterattack. Assuming you have a function for attacking, just initiate it again with the attacker and attackee reversed.
I am working on it, and you are right its not complicated. I just run the script within itself but from the other objects perspective.
(06-29-2014, 10:17 PM)sirocyl Wrote: You had my curiosity at the word "Engine".Well the program(GameMaker: Studio formally know as Animo) has its own language known as GML but it relates syntactically to Java and C++. as for Libraries, I used the default Library Game Maker provides. Performance is currently unknown because my last test was before I hit a wall of errors implementing the battle system, and portability wise, it exports as an executable file. As to the FETO development, the extent of my knowledge as far as coding has been through self discovery, research and trial and error. I have only worked with GML and I feel that with my lack of experience I would only hinder progress rather than progress it. I plan to post a small demo once I get to a point that is acceptable in a broad range of components.
What's it coded in, based on, what libraries do you use?
How's the performance, how portable is the code, and what platforms does it run on currently?
And finally, would you want to work together on FETO's development?
I've been working in parallel on my own FE engine, but I'm still working on implementing the scripting necessary.
I'd like to keep the game logic bound to high-level scripting to allow for easy customization, while using more low-level code for the more integrated parts.
I aim to implement a singleplayer and multiplayer (co-op and competitive) campaign, so the scripting is quite an important bit. I don't want to refactor the entire engine just to add a game mode.
As for the saving/loading, it really depends on how you keep information together in memory.
I would use arrays or objects containing game data in memory, and serialize them into JSON or XML when saving to persist the information in a format that can easily be de-serialized into their original object/array formats.
Oh and I use "State" system with high level scripting in my AIs and it keeps the coding very organized and comprehendable seperating low level coding which can be hard to look at sometimes especially when met with a wall of it.