Any ideas that involves the microworlds library? I'm bored and am looking for a project idea that I won't abandon and forget about days later.
Make a data-directed adventure game engine, using a list structure to hold the map of rooms/caves/whatever.
I'm not trying to build an adventure game specifically, but I am trying to build a tile editor which reports a property to the raycaster when touched, like 0 for air or 1 for wall, if the tile is 0, move to next tile, if anything else, do thing, and for some reason, I get as far as a handful of variables that create a list of lists depending on tile size, but haven't had much luck turning it from a reported table to actual tiles on the stage, and I don't know why.
I can't even figure out how to get the list to have those properties either.
I'm using Jadga's raycaster as a base, but I'm planning to re-write it once I get the tiles running, because it's using costumes, not tiles, and then extending the tile editor into a paint editor and so on and so forth, but to start with, a tile editor.
Umm... are these supposed to use Microworlds?
My one uses the soi-disant "microworlds" feature because the user who plays the game should see only buttons labelled "north," "south," etc.
Not directly, no, but Microworlds do interest me, but they're on my to do list, for much later, but I do see how I could use them in this project as well.
Having said that, where is the microworlds library, I went looking for it before and I couldn't find it? Oh, it's labeled with EDC now, whoops, I completely ignored that section. My bad.
Also, given anything I make, if I want to sell it, even though I doubt I'll ever reach that stage, I need to take them out of snap and compile them seperately, and in theory, but probably not in practice, I could probably build a compiler with microworlds/parsons puzzle, because you only use the blocks assigned, and plus or minus a few details, that's what the linker stage of a compiler is. (Not quite correct, of course, but "close" enough)