GameMonkey Script

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PostPosted: Tue Apr 20, 2010 12:06 am 
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onimatrix wrote:
...Now I've made an ingame console to write and run scripts (Can anyone tell me how can I execute a script containing a function and be able to call it from an ExecuteString()?) and I'll be learning how to script properly in this weeks. ...
Welcome to the forum onimatrix :) Good to see you are having some success with GM.
To quickly answer your question, If you want to call a script function from native code, you should use the gmCall interface. Make sure binds\gmCall.cpp is part of your project and have a look at the example on the main page. Please start a new thread if you require further assistance.


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PostPosted: Thu Jul 01, 2010 1:04 pm 
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I have been interested lately in learning game scripting and the features in GameMonkey have drawn my attention over LUA for the time being. I wouldn't try to bind every key with scripts. You can simply create an action that relates to some key code value and react from a callback. I did something similar with Squirrel scripting, works fairly easily..

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PostPosted: Wed May 04, 2011 6:28 am 
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Location: Canberra, Australia
Got back into working on my own stuff after quite a long time, and embraced GameMonkey once again for the scripting language in my engine - which is available (WIP) at https://github.com/neilogd/Psybrus. Just to make things better, I also used it to write a game for Ludum Dare 20: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=1154, made life incredibly easy - however I think I may throw together a simple debugger for it as I had a few problems that were difficult to debug.


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PostPosted: Thu Jun 09, 2011 11:13 am 
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I'm still experimenting GameMonkey script for my personal game project.

Some early screenshots:

Image

Image

GM script is very simple and easy to bind and use. Thanks!


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PostPosted: Mon Aug 22, 2011 4:23 am 
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Location: Canberra, Australia
And once again, for another Ludum Dare is what I've used it for :)

Ludum Dare 21: Escape. My entry is "Lost Psyche".

http://www.ludumdare.com/compo/ludum-da ... w&uid=1154

Music generator, geometry, and all game logic comes from GameMonkey code. However this is hardly a shining example of how to write GM code...it's very badly hacked, but thanks to the expressiveness of GM, turning a dirty music gen and visualiser into a game was very little trouble. Dreading tidying it up though!


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PostPosted: Tue Dec 13, 2011 9:33 am 
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Hello, I am using GM for Artificial Intelligence. Embeded with a few lines of code into my 3D engine, a single script controls whole squads of soldiers, tanks, and helicopters.

In another 3D engine GM is used to create maps from scripts (load terrain, set fog, add a light, add a camera, load model, etc...) in order to test things without having to recompile the engine :lol:

I tested about 15 interpreters. GM is the best because it is light weight, has powerful threads, a C syntax with Object Orientation, can use precompiled scripts. Very happy with it. I will use it for any application needing strong flexibility beyond a few configuration files (for example a web browser is embedding a javascript interpreter; a web server is embedding Perl/python/PHP scripting languages). There are many applications needing this power.


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PostPosted: Mon May 21, 2012 7:18 am 
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I have been using gamemonkey for my own personal projects. I've recently "finished" a game called Kyoto. GameMonkey allowed me to quickly prototype ideas and iterate upon them fairly quickly..

Download it: http://illogictree.com/games/kyoto/


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PostPosted: Sat Sep 01, 2012 3:36 am 
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I'm working on building a game engine/toolkit using C++, SDL2 (with SDL_ttf), OpenGL, and GameMonkey. I'll likely update or edit this post with a link to the game engine when it's uploaded (still working on a lot of the under-carriage of the engine). The engine is built using a scene/node interface (similar to Ogre3d), with built in basic gui controls (which can be extended and themed), 2d overlay support, and 3d via OpenGL. I'll likely be adding enet network support in the future.

-MrBarry


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PostPosted: Sun Sep 29, 2013 7:32 am 
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A few months ago, someone asked me what commercial games used GameMonkey Script. The context was choosing an embeddable script language. Just for interest, here's part of my response...

This list is far from comprehensive, but it's a few I could quickly verify:

Known commercial games:
Battlestar Galactica - Auran, Sierra Online
SpongeBob SquarePants: Lights, Camera, PANTS, - THQ, THQ
Jimmy Neutron Boy Genius: Attack of the Twonkies, - THQ, THQ
Avatar: The legend of Aang, - THQ, THQ
Avatar: Into the inferno, - THQ, THQ
PixelJunk - Q-Games, Sony
Viva pinata: party animals - Krome Studios, Microsoft

Non-commercial games/things:
OmniBot - AI Bot for Wolf ET http://www.omni-bot.com
Kyoto - http://illogictree.com/games/kyoto/
Lost Psyche - http://www.ludumdare.com/compo/ludum-da ... w&uid=1154

Other notes of interest, from my experience, without specific reference:
Some companies use GM instead of XML or JSON for data files.
Some companies use GM for tool scripts instead of Python, Make or Cmd.
Companies using GM successfully, use it for behavior logic and make use of coroutines to control sequential asynchronous processes. When intensive computation code is written in GM, performance can suffer.


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PostPosted: Thu Nov 21, 2013 3:30 pm 
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Joined: Tue Dec 04, 2007 8:00 pm
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Hi Greg, just wanted to let you know that we used GameMonkey extensively for Sound Shapes (released on PS Vita, PS3, PS4). Shockingly, the game runs pretty much entirely in script even on PS Vita!

Here's a link to a nice review of the PS4 version for more info: http://www.gamespot.com/reviews/sound-s ... 0-6415535/

I've been out of the GM loop for awhile, but I just wanted to drop you this note thanking you for making and maintaining such awesome software. Thanks!

-Jonathan Mak


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PostPosted: Fri Nov 22, 2013 4:01 am 
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Thank you very much Jon for dropping by. Sound Shapes looks like a very cool and unique game! I'm always excited to see people making use of GM. I can't accept much credit, but thank all the wonderful people who've contributed fixes, features and community help over the years.


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