Language
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Notes
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This thing is niiiiice! So far I'm really liking it, and I'm trying to figure out how I could possibly remake my sand game in it! Building is fantastic, built-in bindings are fantastic. Everything you need out of the box.
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I use this language for Source mapping. Specifically, I've used it in pbdom_fourfive, and in the pipeball prefab I'm working on. Honestly, it's not horrible! It has quirks but a lot of them can be worked around. Valve's systems are somewhat harder to integrate as you need to know what things are called internally instead of in Hammer. The Valve Developer Wiki is massively helpful for this. A lot of code can be simplified or 'renamed' even. In fact, Mapbase makes a lot of these significant usability changes! Documentation for the language as a whole and around TF2/Source still feels lacking somewhat, but that will improve over time, especially with the new SDK.
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I'm gonna be honest. My experience with C# is limited. It's "universally portable" and yet it seems there's no way to export for web. Also it was created and is largely maintained by Microsoft so... not my thing. I did make an interpreter in it once, though.
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My main and current language. I'm currently developing Estroengine in it! I've been learning C++ since the start of 2024, and have come a long way in that time. I got my start doing 3DS homebrew, as that (surprisingly) was one of the first toolchains I found that was easy-to-use and would actually compile. I've since moved onto Raylib/SFML & Visual Studio.
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Used it for a bit before moving on to C++. Was very nice for getting my bearings. Made a Pong clone for the 3DS :)
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My experience with Python is random and sporadic. I made a basic Text-To-Speech engine in it. Don't really have ambitions of using it for anything beyond that.
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Me and Lua go very far back, as I grew up with Roblox. Honestly, I don't mind this language as much as I used to. I dislike the One-Indexing it uses. Aside from that, it is very useful and easy to implement. I'm considering looking into using it myself for a scripting system someday.
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Arduino's IDE uses what is effectively a slightly modified version of C++ with a pre-made toolchain. It honestly was very helpful in my move to using C++ as my main language.
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GDScript, specifically! I like this engine and it's scripting system quite a bit, which is shaping how I struct my own game engine. I hope to use it more in the future for some indie games :)
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My longest experience with a language. Ran with it all the way from GameMaker 8.1 to GameMaker Studio 2, but I think I have officially outgrown it. I really like the recent work they've been doing on it. I still don't know if I would reccomend it, though. Give it time.
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Largely used this to waste time in math class, honestly. Did make a few utilities with it, though. I hope to recreate some of the old generative art on PC someday for a wallpaper pack. Yes, I tried to make an adventure game with it once.
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My first programming language. Taught me a lot about logic flow, and set me up much later down the line for C basics. Still use it occasionally to this day for automating simple things. Yes, I tried to make an adventure game with it once.
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