...This entire thread brilliantly demonstrates why a "real" language is a must in AGS: As Denzil explained in his previous long post, Lua can then be used for no less than 3 different things :
1) Scripts in-game, that can use the billions of scripts already developed in Lua, out there in the real world.
2) Scripts run only once, when the game gets compiled (imagine for example if you pre-processed some Tweens once and for all at compile time, to make the game faster later on -- that's just an example)
3) Make the Editor customizable (a bit the same way as you can run scripts in Photoshop, 3DS or Blender). That would be priceless for people who make large projects and are tired of repeating the same imports and stuff.
I'm planning on packaging a version of AGS that embeds Lua by default, along with other "advanced" tools (SpeechCenter, Tween module, etc.). Is there a default Lua game template?
1) Scripts in-game, that can use the billions of scripts already developed in Lua, out there in the real world.
2) Scripts run only once, when the game gets compiled (imagine for example if you pre-processed some Tweens once and for all at compile time, to make the game faster later on -- that's just an example)
3) Make the Editor customizable (a bit the same way as you can run scripts in Photoshop, 3DS or Blender). That would be priceless for people who make large projects and are tired of repeating the same imports and stuff.
I'm planning on packaging a version of AGS that embeds Lua by default, along with other "advanced" tools (SpeechCenter, Tween module, etc.). Is there a default Lua game template?