"PhysicsScript" for action games. Define sprites, collision layers, guarded&timed FSMs, and physics rules. Swirl in Machinations for HP&dmg.
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Replying to @JoeOsborn
RPGs rely heavily on game specific gimmicks… all based on resource logics! Combine a "turn flow" language with that and a level editor.
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Replying to @JoeOsborn
What about Harvest Moon-alikes? Consider GrowScript, where giftgiving and plantwatering are syntactic cousins—you could build an RTS in that
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Replying to @JoeOsborn
Let your tool scope certain game state as rewindable. Pow, you have Braid, PBWinterbottom, "what if?" mechanics using hypothetical play.
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Replying to @JoeOsborn
There is life beyond GameMaker and OOP-y "this thing handles this message in this way" graphical logics! And it isn't just "write C# lol"!
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Replying to @JoeOsborn
Opinionated tools give us chances for weird stuff like "stealth card battler" or "Portal text adventure" or "shmup srpg", all real things!
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Replying to @JoeOsborn
@JoeOsborn I thought I knew what operational was, but now I'm not so sure1 reply 0 retweets 0 likes -
Replying to @increpare
@JoeOsborn oh, opinionated, not operational. man, it's been a long night.1 reply 1 retweet 0 likes -
Replying to @increpare
@increpare My usage there was weird. I'm trying to say: the friction a tool provides also yields inspiration. "Can I?", "What if I?"=fun ?s.3 replies 0 retweets 0 likes -
Replying to @JoeOsborn
@increpare But maybe not all friction is equally productive. In Puzzlescript's case: "do it with only matching" vs "do it with <32 objects".1 reply 0 retweets 0 likes
@JoeOsborn people can/do waste time making animations with >32 objects. I stand by both decisions, even though I backtracked on the latter:P
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Replying to @increpare
@increpare On second thought I'm probably with you on the object limit. I was just reaching for some concrete example.0 replies 0 retweets 0 likesThanks. Twitter will use this to make your timeline better. UndoUndo
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