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Author Topic: creating a text adventure, but with what programming language?  (Read 16607 times)

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Offline nicholas

Re: creating a text adventure, but with what programming language?
« Reply #74 from previous page: January 05, 2011, 01:21:18 AM »
Quote from: Karlos;603919
:roflmao:

Seriously, though, I bet they take a dim view of that sorta thing...


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Offline EDanaII

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Re: creating a text adventure, but with what programming language?
« Reply #75 on: January 05, 2011, 02:16:44 AM »
Quote from: yakumo9275;603687
inform7 sucks ass. Dont know if the gui/front end is ported to amiga classic, but since it outputs inform6... but without the frontend inform7 is useless

and the inform6 compiler is pretty basic ansi c it should build just fine on the miggy if one cant find any ports of the i6 compiler.


I dunno... I'm finding the natural language approach to Inform7 rather intriguing. I don't know that it'll amount to anything, but it's still a rather interesting solution for the subject matter.
Ed.
 

Offline nicholas

Re: creating a text adventure, but with what programming language?
« Reply #76 on: January 05, 2011, 02:23:42 AM »
Quote from: EDanaII;603930
I dunno... I'm finding the natural language approach to Inform7 rather intriguing. I don't know that it'll amount to anything, but it's still a rather interesting solution for the subject matter.


Tired and without my spectacles I misread Inform6 as Informix and nearly had a heart attack! :lol:
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Offline persia

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Re: creating a text adventure, but with what programming language?
« Reply #77 on: January 05, 2011, 03:31:51 AM »
So does yakumo9275's reference to bestiality mean he likes it or not?  

Quote from: EDanaII;603930
I dunno... I'm finding the natural language approach to Inform7 rather intriguing. I don't know that it'll amount to anything, but it's still a rather interesting solution for the subject matter.
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Offline EDanaII

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Re: creating a text adventure, but with what programming language?
« Reply #78 on: January 05, 2011, 04:15:09 AM »
I took it to mean he thought it stunk. I suppose he can clarify if he wishes.


@ nicholas

So, which part nearly gave you the heart attack? That I found Informix intriguing? Or that it would never amount to anything? :)
Ed.
 

Offline nicholas

Re: creating a text adventure, but with what programming language?
« Reply #79 on: January 05, 2011, 04:20:07 AM »
Quote from: EDanaII;603942
I took it to mean he thought it stunk. I suppose he can clarify if he wishes.


@ nicholas

So, which part nearly gave you the heart attack? That I found Informix intriguing? Or that it would never amount to anything? :)


I still have re-occurring nightmares of being forced to write code with an Informix back end in the mid 90's!
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Offline bloodline

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Re: creating a text adventure, but with what programming language?
« Reply #80 on: January 05, 2011, 09:17:45 AM »
Quote from: Karlos;603911
Javascript already has an object model, based on prototyping (rather than classes) and it's pretty easy to do reflective programming with it. Hard to see what it adds, other than objective-c syntax, which is not a selling point in the slightest.
Karlos! Always thinking so low-level! Objective-J gives you access to the NeXTStep API in a web browser ;)

Offline Karlos

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Re: creating a text adventure, but with what programming language?
« Reply #81 on: January 05, 2011, 10:48:00 AM »
Quote from: bloodline;603978
Karlos! Always thinking so low-level! Objective-J gives you access to the NeXTStep API in a web browser ;)

No, just thinking pragmatically.

All the implementations I saw turn your Obj-J into regular javascript. Hence there's nothing it can actually do that can't be done in JS directly. Probably with a greater degree of efficiency too.

There's nothing stopping your browser (and it's plugins) or any other javascript host application exposing any API it likes to javascript, irrespective of what language the API itself was written in. You don't need to change any syntax of JS for this. In fact, I can remember using and controlling java applets from javascript. You simply instantiate (or embed) the applet, get a DOM reference to it in JS, and then all the public methods of it are visible to javascript. All the webkit classes are written in C++ but you don't see someone creating a JS implementation of C++ to get at HTML5 ;)
int p; // A
 

Offline Karlos

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Re: creating a text adventure, but with what programming language?
« Reply #82 on: January 05, 2011, 10:50:29 AM »
@nik

Can you make your signature a bit bigger? I can't read it from street level... :lol:
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Offline ejstans

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Re: creating a text adventure, but with what programming language?
« Reply #83 on: January 05, 2011, 11:06:19 AM »
Quote from: Karlos;603988
No, just thinking pragmatically.

All the implementations I saw turn your Obj-J into regular javascript. Hence there's nothing it can actually do that can't be done in JS directly. Probably with a greater degree of efficiency too.
But Karlos, any Turing complete language can express another language. The original C++ compiler compiled into C code and yet it brought something new to the table, no? Hrm, right, there are plenty of C coders who disagree with that ("C can do OO just swell thank you, but OO is shite anyways")

Well then, let's try a different example! In the end, compiled languages usually come out in the form of cryptic assembly code, and certainly everyone can agree that being able to write in a high-level language is a welcome improvm....Oh right...This is the Amiga forum wherein this very thread there is talk of writing a text adventure in assembly...

Hmmm, what was my point again? :lol:
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Offline Hattig

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Re: creating a text adventure, but with what programming language?
« Reply #84 on: January 05, 2011, 11:21:48 AM »
Quote from: huronking;603912
Since text games are harmoniously retro, pick something way portable and retro itself to write one in- nothing JIT or interpreted, either...

It will not be cool if it cannot run on a PDP-11.


I like this idea. I suggest Smalltalk.

However Logo might be a better option, and that's also available on the Amiga. A surprisingly powerful language.
 

Offline fishy_fiz

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Re: creating a text adventure, but with what programming language?
« Reply #85 on: January 05, 2011, 11:28:41 AM »
Quote from: EDanaII;603942
I took it to mean he thought it stunk. I suppose he can clarify if he wishes.


Necrophillia probably stinks. Beastiality, maybe. I guess it depends on which animal it is. Necrophillic beastiality however,.... I can only assume that'd really stink, regardless of the animal.

What does this have to do the with the original post? Well, you could probably use it in the storyline of a text adventure. Maybe make it Christmas themed, just to keep it jolly.

hmm,... did I just cross a line ?  :)
Near as I can tell this is where I write something under the guise of being innocuous, but really its a pot shot at another persons/peoples choice of Amiga based systems. Unfortunately only I cant see how transparent and petty it makes me look.
 

Offline Karlos

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Re: creating a text adventure, but with what programming language?
« Reply #86 on: January 05, 2011, 11:33:26 AM »
Quote from: ejstans;603991
But Karlos, any Turing complete language can express another language. The original C++ compiler compiled into C code and yet it brought something new to the table, no? Hrm, right, there are plenty of C coders who disagree with that ("C can do OO just swell thank you, but OO is shite anyways")

Expressing C++ generics in C, without some hideous macro orgy (let's not forget, the preprocessor is not actually C) might test that theory in practise.

Anyway, my point was that JS already supports OO and Reflection, which are two paradigms that Objective-C supports as a language that you might want to exploit. As per your suggestion, "C with classes" brought a convenient OO syntax to C with support for classes, hierarchy and polymorphism. You can of course write object-oriented code in C, but the language syntax does not strictly support it or make it particularly convenient to write. The same claim can't be made for Obj-J; it doesn't bring any new paradigms to JS or make the existing ones easier to use (that could be subjective of course, some people don't like the prototype OO implementation of JS. Personally I'm sort of ambivalent about it). But you certainly don't need to do it to make host APIs easier to interface with.

Quote
Well then, let's try a different example! In the end, compiled languages usually come out in the form of cryptic assembly code, and certainly everyone can agree that being able to write in a high-level language is a welcome improvm....Oh right...This is the Amiga forum wherein this very thread there is talk of writing a text adventure in assembly...

Hmmm, what was my point again? :lol:

That pancakes rock :D
« Last Edit: January 05, 2011, 11:40:48 AM by Karlos »
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Offline Hattig

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Re: creating a text adventure, but with what programming language?
« Reply #87 on: January 05, 2011, 12:15:51 PM »
Quote from: fishy_fiz;603997
Necrophillia probably stinks. Beastiality, maybe. I guess it depends on which animal it is. Necrophillic beastiality however,.... I can only assume that'd really stink, regardless of the animal.

What does this have to do the with the original post? Well, you could probably use it in the storyline of a text adventure. Maybe make it Christmas themed, just to keep it jolly.

hmm,... did I just cross a line ?  :)


Suggest it to the Eastenders script writers, I'm sure they could work it in somewhere, as long as there were arguments, fights and people falling out.
 

Offline ejstans

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Re: creating a text adventure, but with what programming language?
« Reply #88 on: January 05, 2011, 12:16:09 PM »
Quote from: Karlos;603998
Expressing C++ generics in C, without some hideous macro orgy (let's not forget, the preprocessor is not actually C) might test that theory in practise.
Comeau, arguably the most standard-compliant C++ compiler (even supports the hideous export keyword), carries on the tradition of Stroustrup's original and compiles into C rather than assembly, so the theory has definitely been tested in practice already :) But I don't see why you'd need macros to compile C++ generics into C? By the way, the preprocessor is (however unfortunate) very much part of C/C++. Though wouldn't I love if it were deprecated and a proper module system put in place instead...
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Offline jj

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Re: creating a text adventure, but with what programming language?
« Reply #89 on: January 05, 2011, 12:19:30 PM »
What about learning the open source version of SCUMM, this will run then on loads of things through scummVM
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