That makes a lot of sense. I remember being very confused by variable scope when I started out.
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I really like the level of professionalism in this series. I was trying to set up a mini Ultima IV style game and this is a pretty good framework to start with.
A couple of questions, is there a reason you’re not using local variables inside of functions? And also for disabling the comments on the videos?
Regardless, great video series. I’m looking forward to going through it again with my nephew.
I might be dumb but, I can't figure out how to change the font in the new "config as a cart" system. I had a config.lua that I would move to the new versions. Now changes in the config.lua don't seem to affect anything? I'm not complaining that it go back to the old way but, I really like the skinny font and I just want to change that.
I just have sprite being drawn at the mX and mY returned from mouse(). Which works well except for the problem mentioned. But if we could customize the cursor used in editor, that would be sweet.
If carts could have some sort of virtual "expansion slots" like how they could add mapper chips to NES carts. You could make them limit in size and number so users would have to be clever with how they use them. Like 2 16k slots or 3 8k slots or some other arbitrary constraint, maybe you can only have 1 active at any one time so you have to keep track of which chips you have turned on and off at certain break points in your code. It would help with code reuse too. You could store your collision system or OOP code in an expansion chip and then just include them in future games
qb64 "compiles" to C and then to machine code. There is nothing inherently slow about the dialect itself. Classic qBasic was interpreted however, so that might be what your thinking of. Also lots and lots of internal corporate software is still written in VB. Most commercial software is written in c++ and java because they are well established industry standards and C/java programmers are easily interchangeable in software farms. VB programmers on the other hand are tied to one platform, and their skills are less transferable. Non of that has anything to do with it's execution speed. Especially if you're working in dotNet then dialect is more of an esthetic choice or influenced by available libraries
Lua is probably the most BASIC like language you're likely to run into. It's just missing goto and subs. That and "table:member()" vs "table.member()". No dim-ing variables. Everything is global unless you declare it local. And it's case sensitive. But other than that most of the command statements are just as verbose as BASIC. That being said, I'd love to see one of these "fantasy consoles" based on qb64 or freeBASIC.
Yeah, I get that. I'm pretty sure pico uses "real" lua too, It just has some of the standard library inaccessible on purpose, to keep it in line with their philosophy of an old ass computer. I'm also pretty sure it accomplishes its three, incredibly useful, short hands by parsing your code and modifying it before passing it to what ever handles the lua calls in the engine.
Those short hands, the "IF (NOT B) I=1 J=2" if statement, the unary math operators, and the "!= " so much more readable than ~= in the low-fi font, would be nice to see in tic. But i love tic, I'm just griping.
Also, something about moonscript just turns me off. I don't like its syntax at all, it looks like an interactive fiction language like Alan or Inform7.