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Here's a thought.
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- richmond62
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Here's a thought.
https://richmondmathewson.owlstown.net/
- OpenXTalkPaul
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Re: Here's a thought.
It's been suggested before to make a xTalk wrapper for Godot game engine, but I wonder what mechanism this might have for adding new scripting languages to the Godot engine itself. Either way it's not a bad idea, but it certainly would be a LOT of work.richmond62 wrote: ↑Sat Apr 26, 2025 7:00 am https://godotengine.org/
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Screenshot 2025-04-26 at 9.57.12.png
For me, a big thing now is that I can only use desktop app like the Godot IDE and C++ libraries and such from one of my home computers, which is why I like the idea of translator/transpiler to convert xT script to another more commonly used language like JavaScript+HTML/CSS which I can work with on even in a sand boxed web browser, and even on a mobile device.
Ideal for me would be something much like Hypercard Simulator, but more OXT/LC xT dialect compatible, and with more features and UI objects. There was no scrollBar, image, graphic, or player controls that were built-in to HyperCard, the equivalents were all XCMD/XFCN add-ins on top of the HC 'engine', which I think HC sim only supports 'AddColor' and the ''Picture' externals that came with HC 2.2 - 2.4. IIRC Apple's PICT resource format did support 'MacDraw' vector graphics, so I guess 'Picture' could be sort of considered as a combo 'image'+'graphic' control, although not as easily editable as in OXT/LC Community Engine.
- tperry2x
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Re: Here's a thought.
Godot changes constantly (as it's well within it's rights to), but the interface isn't to everyone's taste.
Although it would be absolutely possible to write a hypertalk extension library for it, it's not a small task, and many hypertalk / LCC / OXT references you are used to have no direct relationship with what's going on in Godot - so a lot wouldn't work the way you'd expect.
Although it would be absolutely possible to write a hypertalk extension library for it, it's not a small task, and many hypertalk / LCC / OXT references you are used to have no direct relationship with what's going on in Godot - so a lot wouldn't work the way you'd expect.
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