#3661
Posted 17 December 2024 - 09:35 AM
Well, since I started trying to add things to the game months ago, I've come to understand it a lot more than I did before, which is already good progress. What makes it all harder is the fact that I don't know any programming language beforehand, like C/C++, and I'm starting CON from scratch. This programming thing is still very complex for me.
Yes, I still can't create something new from scratch without some consultation or without seeing how the codes were put together like many people here can. But for me, each new thing I manage to add to the game is a step forward and I'm proud of that. If my understanding of the CON language was 0%, I wouldn't have been able to add anything to the game. Maybe my understanding of this language is around 25% in total, or less than that. The basics of the basics.
Having an initial notion of how the codes should be organized is part of the initial learning process and I'm still learning that.
I don't just copy and paste codes! I had to make changes on my own to make it work. If I had just copied and pasted it, it wouldn't have worked at all, because I've tried that myself. Once I simply copied and pasted it into a new CON file and what did it result in? Compilation errors, missing definitions or missing states and events! I thought that just copying and pasting would solve the problem, but on several occasions I had to make adjustments so that the codes would load without compilation errors.
That image of the cards in the HUD, for example, I was the one who put that together, I was the one who specified the position of the icons in the HUD according to the color of the card. It was a little different from the original mod, but it worked and I liked it. Regarding the babes, I added codes so that they would say a line after attacking me, as well as making some of them use lasers and coolexplosion1.
The next step will be to understand how to create civilians that walk around the map and I'll also research that in the mods, but as in the previous cases, I'll also have to make changes so that it's compatible with the Legacy mod. Still in the case of babes, I created definitions for each of them, so that it wouldn't result in conflicts and I'll do the same with the walking civilians. Just like I did with the accesscard.
Creating specific definitions and variables for something helps to avoid conflicts. For example, if you keep using temp, temp1, temp2, etc. for everything, this can end up causing conflicts between several things. I say this because I've tested this several times and it really did end up resulting in conflicts. I've had several problems regarding timer conflicts, among other things of the sort.
Don't forget the fact that I'm still adding effects to an existing mod, which increases the challenge even more, the effort needed to avoid possible conflicts with the mod. So it's no small thing that I'm doing. Days and days trying to make new things work with patience isn't for everyone. At least I had the perseverance and stubbornness to do so.
I still have several other things to do, like creating new objects that explode when hit, for example, or others that emit sound. I've already managed to create code to create new water sources that restore HP, and I also intend to create code so that when you touch an object like plasma you will suffer damage (like an electric shock), with sound, maybe even with some visual effect if it's possible.
I've also added new experimental items. But these items will be more like powerups and medicines than something to be stored in the inventory. But this is still in the early stages of testing. I may be able to create some inventory items, since I managed to do this with cards, although this is a different category of inventory.
I'm really still getting started with the syntax, but at least now I have a better understanding of how codes should be organized in a script, which is certainly an important step. For example, I've already done several tests with cstat, as well as with ifpdistl, ifrnd, ifhitspace, soundonce, define, gamevar, action, ai, ifhitweapon, spawn, spritepal, ifactioncount, picnum and a few others.
As I test code by code and syntax by syntax, I learn more about the syntaxes. Little by little. I am absolutely certain that I can already understand something in this language, that's for sure.
The whole point is that many in this community who deal with CON programming have prior programming knowledge and therefore can better understand the structure of the CON language, and I do not.
I have no technical or academic training in game programming!
The little I understand about CON language is from scratch.
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