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Post by jobro13 Thu Oct 03, 2013 2:02 pm

Hi. I've opened a thread about making SE open source some days ago and due the comments I'm not sure if I'm going to do it.

If I won't do it the IDE will get a higher priority. To make sure I always have things to do (and also the things that are at the highest priority) I would like to know what you are expecting in the IDE (IDE = Integrated Development Environment, such as "Roblox Studio").

Keep in mind that it has to run on a roblox GAME. (No plugins can be used there!)

Could you post a list of 5 items which you think are necessary for a IDE you could work with? Think about the actual coding (API explorer? API help?), coding utilities (syntax highlighting?) and debugging (real-time debugging, variable inspecting!)

If you could give a list of 5 items priortized (so number 1 is the most important for you) I would be really happy. Thanks in advance.
jobro13
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Post by coolieman2 Fri Oct 04, 2013 12:33 pm

1: Script writer
2: API Instructions
3: Debugging tool
4: Organized scripts
5: Organized building
I'm not sure about these but i hope you like the list anyways.
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Post by jobro13 Fri Oct 04, 2013 12:55 pm

Could you explain point 2 - 5 for me? What do you mean exactly by "Instructions"? (Is that an "API wiki" in the IDE?). What should the debugging tool mean? And what do you think of with "organized scripts?" (some kind of folder "explorer"?)

The organized building will be plugins which will be released to use in roblox studio.
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Post by coolieman2 Fri Oct 04, 2013 5:12 pm

I knew i didn't explain them enough. Let me go a little in-depth about this.
chapter 1
2: API Instructions
So actually i thought it was pretty obvious. It's simply instructions on the API, how to use it, the functions, the parameters, how to use the debugging tool etc.
You might know how the debugging tool works you said you were going to feature it in survivalengine. It's basically how to use the information provided by the debug console. Then fixing your errors in a script. That is it might not be obvious what the API is saying. If for example it's an infinite variable it would throw out for example: Attempted to call nil variable 'Var' with the value of (Whatever it would be.) and you wouldn't know what that meant. You might have to make a tutorial or something on how to use the API.
Now that wasn't that hard was it now? Okay moving on to chapter 2.
chapter 2
Debugging Tool
Basically what i mentioned in the previous chapter. It will spit out in the console if it gets an error.
chapter 3
Organized Scripts
It's quite self-explainatory. Basically like you have made the API. In other words, we want our scripts to be put in a very organized place. For example: Game.Workspace.Scripts.API etc.
Wow, these chapters do go by fast don't they?
Anyway, moving on:
chapter 4
Organized Building
What i think we should be able to do is we take a scripter and a builder. The builder will make a model. Then the scripter will import the model into stranded, and then the scripter can put in the scripts and voila! Now the rest is practically like the previous chapter.

So i hope this answered your questions.
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Post by jobro13 Sat Oct 05, 2013 5:32 am

Yup, thanks!
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