Hi everyone!
I've finally had some time to play with Pulp and I wanted to share my first impressions / feature requests.
- I'm having a great time and I really like the ratio of simplicity vs. capabilities. It's almost perfect!
- The thing I'm missing the most right now is some sort of macro functionality. I understand functions are out of the scope, but any way of reducing script redundancy would be very welcome. I imagine macros could only be created in Game script (to limit complexity) and they could look like this:
macro StringMacroName contains
...
end
and then, one could use the macro in any other script with a single line:
include StringMacroName
This would copy-and-paste the contents of the macro at compile time, reducing the need to manually update several instances of the same script.
- Flipping a frame is great, but how about flipping all frames in a tile at once?
- I've noticed the web player doesn't support simulating the crank just yet. Have you tried using the mouse scroll wheel for this?
- I couldn't find much info in the docs about A and B buttons, but I discovered that they are mapped to the S and A key on keyboard. Given the automatic functionality of interactions in Pulp I'm yet to find good gameplay use for them
- The PulpScript documentation has a bunch of h3 headers that are wrapped in code tags which makes them match the background color, effectively making them invisible
- I was having a hard time using the emit function in the Game script. I could finally make it work from the Room script. It would be great if you could expand the documentation a bit with correct use cases.
- In another thread, a dev suggested adding dialogue options. This is literally a game-changer and I wouldn't want to miss it! Is there a changelist or a roadmap page I could check periodically to see what's new or coming? I guess a thread here would also reduce my fear of missing out.
- I was happy to discover Pulp supports scrolling landscapes
Have a great day everyone!