Kevin Vance - Corner Office dialogue editor

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Corner Office dialogue editor

Wednesday, August 5th, 2009
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Finally had some time to do some corner office work. The last time I was working on this, I was trying to decide if I should hardcode the dialogue. It's a short game, but I think ultimately that ends up being really annoying, and... you know I have this thing about writing editors, right?

The actual editing takes place in an embedded gvim. That way I get syntax highlighting (and vim commands!) for free. Since most of my old "conversation trees" have been written in ZZT, I based the syntax on that.

The preview takes a background image and font file from the game, and uses the standard gdk drawing tools to render the text. It's supposed to render whatever text you are currently editing, but I still have to code that part.

The dialog file will get compiled down to a binary format that will be easier to interpret on the DS. I have a parser for it using pyparsing, which might have been a mistake since that was my first attempt with a parser generator and it's very clumsy.

I haven't even started on the interpreter on the DS side. I need to write some more test dialog, and implement a few #commands for setting flags and such. Once I'm pretty sure I have the right thing, I'll start coding that.
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From: (Anonymous)
2009-08-06 02:55 pm (UTC)
But will you be able to set more than 9 flags at a time?
--md
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[User Picture]From: kvance
2009-08-06 05:42 pm (UTC)
Ten if you clear SAVED!
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