So, it's been a very long time since I made a post. I took a small break from working on Vylocity itself to try and get work done on some games for Vylocity, and I had some personal things going on as well. However, I did fix things and make small changes here and there during the break.
With that said, today I did quite a bit of work on Vylocity itself.
To start off, I went ahead and added a much stronger error reporting system. Errors will now display with the line number and code file name and give a little bit more information about the error itself. This new system slows down the game and makes the game much larger in size, so it should be disabled before releasing your game to the public.
I also went ahead and added a #define system. Basically this lets you define chunks of code or static values which are translated when the project builds.
#define MAX 5
#define GET_MAX(pA, pB) ((pA > pB)? pA : pB)
Mob
onNew(pV)
this.someValue = MAX
this.someValue2 = GET_MAX(MAX, pV)
The above example would translate into the following code during the build process.
Mob
onNew(pV)
this.someValue = 5
this.someValue2 = ((5 > pV)? 5 : pV)
This system can be very useful!
I am going to try and get even more work done in the coming days. I want to really focus on the IDE for a bit, so I will probably do that in the coming days. I still want to return back to working on the games I am making, so we will see what I decide to do.
Stay tuned!
With that said, today I did quite a bit of work on Vylocity itself.
To start off, I went ahead and added a much stronger error reporting system. Errors will now display with the line number and code file name and give a little bit more information about the error itself. This new system slows down the game and makes the game much larger in size, so it should be disabled before releasing your game to the public.
I also went ahead and added a #define system. Basically this lets you define chunks of code or static values which are translated when the project builds.
#define MAX 5 #define GET_MAX(pA, pB) ((pA > pB)? pA : pB) Mob onNew(pV) this.someValue = MAX this.someValue2 = GET_MAX(MAX, pV)
The above example would translate into the following code during the build process.
Mob onNew(pV) this.someValue = 5 this.someValue2 = ((5 > pV)? 5 : pV)
This system can be very useful!
I am going to try and get even more work done in the coming days. I want to really focus on the IDE for a bit, so I will probably do that in the coming days. I still want to return back to working on the games I am making, so we will see what I decide to do.
Stay tuned!