Last week went by so fast, despite the fact that I was counting down the days until I could go to D Now. This year, D Now was very exciting, mostly like it’s been the last 3 years I’ve gone. However, there were some differences: we stayed at a camp this time, and there was not a game in the afternoon, and there were two mission projects. Still, I had a lot of fun.
First of all, we got a hilarious, speaker! For those of you who ever get bored in church, I promise you that if you were at D Now last weekend, that wouldn’t have happened. He had the croud busting out laughing every minute it seemed. Despite that fact, I got a lot out of the messages he preached.
I also enjoyed the worship services. The combination of a loud band and the fact that everyone around me was singing eliminated all hesitation I had to sing.
Besides the messages, which there were 4 of, I spent the weekend making friends and enjoying myself. I definitely look forward to D Now next year.
I was pretty tired after D Now ended on Sunday, and spent a few hours relaxing, before I returned to my home church for a Valentines dinner. Since it was a 3 day weekend, my friend came home with us, and spent the night. So as you can imagine, I had quite a busy weekend.
Moving on, I’ve done a lot of programming over the last week, except for the weekend of course. I’ve downloaded inform7, a language speciffically meant for coding interactive fiction games. This language is unlike PB, because the sintax is very close to that of human english. Check out this example of inform sintax:
[this is a comment. the end of comment is marked by the right bracket. But here we’re going to create a hallway.]
A coridor is a kind of room.
[we want to create a hallway. and saying that a hallway is a room is just a bit weird…]
the Hallway is a coridor. “you stand at the end of a lengthy coridor. It is relatively dark here, only a small percentage of the numerous lightbulbs dotting the cieling actually in working condition. Several unmarked doors line the carpeted walls, a card reader on each one. Save the occasional mysterious sound coming from one of the rooms, the coridor is completely scilent. At the far end of the coridor is a heavy looking shiny metal door. On the wall beside the door looks to be a key pad, but it’s too far away for you to clearly tell what it is.”
The first sentence, as said in the comment, defined a kind of room. The second one created that room, and the text in quotation marks represented the description that the player would read upon entering it, that being why I had to be so descriptive.
So even for a non-technical person, learning inform wouldn’t be all that hard. It’s harder for me, however, because it resembles no language I’ve ever worked with.
In other news, I downloaded BGT (Blastbay Game toolkit) a couple days ago. I’m not exactly sure why I did that (I was just a bit bored), but going back and looking at the manual from a semi-experienced coder point of view, I discovered that it actually makes some sence now. So who knows, I might learn that just so I have something else to use for coding games.
Of course, I did some coding in good old purebasic. I started to rewrite sQuad word, as the previous version is so buggy that there’s literally no way to fix it without dissecting all the code and reworking countless procedures and such; it would take much less time just to redo the thing. After coding on it for about 45 minutes I was able to create a fully functional file and edit menu, with all of the most basic of the basic features of a notepad. I added an autosaving feature as well, and got it up and working, bug free, on the first try.
That’s all for this post. I’ll blog again later. Also, since I was unable to do it this weekend, I’ll record the podcast for this week soon.
Thanks for reading,
Type you later,