   Has anyone made a game maker
  Hi everyone. I know I''m asking for something that is big, but thats not what I really ment. What I''m asking is did some one make something that could be part of a game maker or event close or maybe a complete one. Examples : Script engine, compiler ect. If soo say what did you do.    Kevin 
  I''ve made an assembler before (well, part of one anyways, but it worked =-). You could probably make a game with it, but it''d be difficult since it only supports like 5 instructions (conditional jumps, move constant to register, move reg to reg, call interrupt, and nop =-)I''ve been very slowly working on a lisp interpreter for a long time now too, and if I finish it it will be a good scripting engine (its designed to be easily integrated into C++ and easily extensible) ;  i think a better idea is to just create a game wrapper, which contains all the functions and classes to make a game,  ;quote:Original post by johnnyBravo  i think a better idea is to just create a game wrapper, which contains all the functions and classes to make a game,    For me, the idea is to have 3 layers: The game engine (which handles rendering, sound, input, etc), the scripting engine (and functions to help it interface with the engine), and then the scripts on top that that handle all the logic. ;quote:Original post by johnnyBravo  i think a better idea is to just create a game wrapper, which contains all the functions and classes to make a game,    That''s what I''m working on.  I have an abstract game interface that could describe almost any game, and I am implementing a small portion of it to make the game that I want.  Parts of what I implement should be very easily usable by someone who wants to make a different game.  I think it''ll be pretty cool (I plan on releasing it w/ the src to whomever might like playing with it).I decided not to include a scripting language, because my plan was to release the source.  You might say it''s all done in a scripting language that highly resembles C++..   Anyway, yeah, for me, spending the time on making it scriptable didn''t make sense. ;  How do you make a linker that links object code to machine code????? ;quote:Original post by rileyriley  [...]making it scriptable didn''t make sense.Script support isn''t for the original creator of the the game, but for any community that might want to mod it. Also, ''my games'' are RTSes (and others) where being able to script events in levels is highly beneficial. Hard coding a campaign might work, but then others can''t easily and safely make custom levels (that will be autodownloaded by anybody that joins their game). Mods and scripted levels can make a big difference in RPGs/RTSs/FPSs.;quote:Original post by Extrarius  quote:Original post by rileyriley   [...]making it scriptable didn''t make sense.Script support isn''t for the original creator of the the game, but for any community that might want to mod it. Also, ''my games'' are RTSes (and others) where being able to script events in levels is highly beneficial. Hard coding a campaign might work, but then others can''t easily and safely make custom levels (that will be autodownloaded by anybody that joins their game). Mods and scripted levels can make a big difference in RPGs/RTSs/FPSs. Yeah, if I wanted to do something like campaign-style levels scripting, at least of some level, would be pretty key.  My engine is still highly moddable without scripts, though.  I don''t mean to say scripts never make sense, just that in my project they would not have added much more flexibility and they would have taken a lot more time to implement.By the way, when I say "scripts," I mean pretty generic, high-level scripts.  My game is a racing game (of a sort) and so it has checkpoints that can be ordered by the level file.  That could be considered a scripting language, I suppose, but it''s so limited and specific that I don''t call it one.