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slidge:what_is_slidge [2018/04/30 20:38]
journeyman
slidge:what_is_slidge [2018/12/12 04:27] (current)
journeyman
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-====== ​SLUDGE ​======+====== ​SLIDGE ​======
 **A gaming engine for the desperate** **A gaming engine for the desperate**
  
-The name invokes sensations ​of form and function... \\ +Developed since February ​of 2016, the **S**torming **L**eech **I**nteractive **D**ialog **G**ame **E**ngine is a tool for creating dialog in gamesin the style of a visual novelIt's designed to work with [[https://www.yoyogames.com/​gamemaker|Game Maker Studio]].
-//The formmostly a blob; the functionmostly dubious.//+
  
-The **S**torming **L**eech **U**ltimate **D**ialog **G**ame **E**ngine is a collaboration between myself and my inner demons, designed over the course of several years and several misguided projects and developed since February of 2016. It's designed to work with [[https://​www.yoyogames.com/​gamemaker|Game Maker Studio]]. +This engine provides an "​editor" ​object and a "​show"​ object. You simply ​drop the appropriate ​object into your game, and dialog takes care of itself.
- +
-<​code>​I'​m working on my game and now I need to add dialog.  +
-Does anyone know a good way to add wrapped, colored text with markup and textboxes  +
-and typewriter effect and avatars to my game?</​code>​ +
- +
-This asset solves the problem with a single self-contained ​object ​(and a folder filled with lots of useful scripts). You drop the object into your game, and dialog takes care of itself.+
  
 Some features: Some features:
  
-  *Wrapped typewriter text with tag support ​for changing color and font +  *Wrapped typewriter text 
-  *Character portraits, with automatic ​interpolation animations +    *Tags for changing color and font 
-    *Characters ​can be made from layers, ​allowing you to re-use poses with many expressions +    *Tags for adding sound and timing 
-    *Sets of visible layers are stored as expressions and selected as you build your game +  *Character portraits 
-  *Choice boxes that can link and/or set data +    *Automatic ​interpolation animations 
-    *Choices can appear/​disappear based on data +    *Characters ​have layers, ​like Ogres and Onions 
-    *Choices can set/​increase/​decrease ​stored ​data +    *Expressions and poses stored as layer sets 
-  *Dynamic linking: links can change based on game decisions/​data+  *Choice boxes  
 +    *Can link Scenes ​and/or set data 
 +    *Can appear/​disappear based on game data 
 +    *Can set/​increase/​decrease ​game data 
 +    *Visual styles for normal/​hover appearance 
 +  *Dynamic linking 
 +    *Scenes and Choices ​can link to "​variables"​ 
 +    *Change Links by game choices 
 +    *Change Links outside engine with your game
   *Fully visual editor to position characters, text, and choices   *Fully visual editor to position characters, text, and choices
   *Multiple text boxes, characters, and choices on-screen at once   *Multiple text boxes, characters, and choices on-screen at once
   *Support for Game Maker'​s camera system to position graphics   *Support for Game Maker'​s camera system to position graphics
   *Overflow handling; text breaks into multiple boxes as needed   *Overflow handling; text breaks into multiple boxes as needed
-  *Custom text tags to pause typing or play sounds in time with text 
   *Made with localization in mind:    *Made with localization in mind: 
     *All text is in external files     *All text is in external files
-    *Text is stored as "​text":​"​yourData"​ with no messy code lines to clean +    *All display text is labelled ​"​text": ​in the data files 
-    *Language files can be swapped in and out by simply ​setting ​the language ​variable+    *Engine has a setting ​for swapping ​language ​files
   *Data generated by choices is stored in a map structure   *Data generated by choices is stored in a map structure
     *Easy to get data from the engine for use in your game     *Easy to get data from the engine for use in your game
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   *Visual character editor: set your character'​s layers and expressions on-screen   *Visual character editor: set your character'​s layers and expressions on-screen
   *Modular design; each aspect of the engine operates pretty independently and granularly   *Modular design; each aspect of the engine operates pretty independently and granularly
-  *100% GML - my code works as well as yours for cross-platform+  *100% GML - my code is as cross-platform ​capable as GameMaker allows
  
 Basically, the idea is that you could make a complete visual novel without writing any GML code at all. Or, you can write your game to any level of detail you want, and then add on however much dialog you want. Basically, the idea is that you could make a complete visual novel without writing any GML code at all. Or, you can write your game to any level of detail you want, and then add on however much dialog you want.
  
-As I've played with Game Maker over the years (since 2003), I've added visual editing tools to every casual game I've made, and I have had to solve and re-solve the problem of adding custom dialog too many times. I needed to put all of my most common needs into a single comprehensive engine. And that's **SLUDGE**.+As I've played with Game Maker over the years (since 2003), I've added visual editing tools to every casual game I've made, and I have had to solve and re-solve the problem of adding custom dialog too many times. I needed to put all of my most common needs into a single comprehensive engine. And that's **SLIDGE**.
  
-For further ramblings, see [[Why Game Maker and Why SLUDGE]]+For further ramblings, see [[slidge:​why_game_maker_and_why_slidge]]
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