@increpare Actually, developing tools with GUIs for helping with other aspects. e.g,, making a level-editor for non-programmers
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Replying to @chongdashu
@chongdashu making a level editor is only moderately challenging to do in most frameworks if it's tile-based3 replies 0 retweets 0 likes -
Replying to @increpare
@increpare for linking between panels using a mouse.3 replies 0 retweets 0 likes -
Replying to @chongdashu
@chongdashu a lot of the time you want your tools to be in the same codebase/framework as the game itself, so you use what's in the engine1 reply 0 retweets 0 likes -
Replying to @increpare
@increpare that’s a good point. Was just thinking about the common notion previously when people would say “c++ for engine, c# for tools”1 reply 0 retweets 0 likes -
Replying to @chongdashu
@chongdashu for super big games, a lot of work can end up being done in excel. but i don't think it's a dignified environment for designers1 reply 0 retweets 0 likes -
Replying to @increpare
@increpare yes! actually using that to synchronize between what our students write and what gets implemented for our project. Which is why..1 reply 0 retweets 0 likes -
Replying to @chongdashu
@increpare our aim is to allow changes to the scripts to occur directly through a tool where they can then compile and run it1 reply 0 retweets 0 likes -
Replying to @chongdashu
@chongdashu why need compile/run? why not update in real-time?2 replies 0 retweets 0 likes -
Replying to @increpare
@increpare actually, let’s put it this way: Suppose you were to make PuzzleScript a standalone desktop app, what would you have used?5 replies 0 retweets 0 likes
@chongdashu it'd have taken to 5x-10x as long to develop, and been worse.
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