News for hackers. Stuff that matters.
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by imslavko on Wednesday September 10, 2014 @11:35PM (#8300738)
I have never heard of it but watching videos it seems to be a puzzle game with an interesting game mechanics: you can "change the code game is executing" right inside the game.
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by kevingadd on Thursday September 11, 2014 @12:31AM (#8300902)
It's not a facade or a gimmick, either; they ship a lua decompiler and the hacking UI is based on decompilation/recompilation of the game scripts.
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by snogglethorpe on Thursday September 11, 2014 @02:40AM (#8301184)
Is the portion of the code the user can hack being run in a separate sandboxed execution context, or can the user really change everything written in Lua should he try hard enough...?
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by famousactress on Thursday September 11, 2014 @10:40AM (#8302829)
Brandon (I think that's his name) actually went out of his way to avoid sandboxing and deliver the premise as authentically as possible. He's talked about it in a few videos in more detail - https://www.youtube.com/watch?v=1FgC_284eNU#t=88
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by imslavko on Thursday September 11, 2014 @12:33AM (#8300908)
I didn't know that! It looked like a carefully prescripted game feature, but decompiler and real assembly make it even more interesting. :) (I already bought the game)
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by riffraff on Thursday September 11, 2014 @02:19AM (#8301149)
grim fandango was written in lua? :O
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by akavel on Thursday September 11, 2014 @03:25AM (#8301305)
...and Far Cry, and Baldur's Gate, and WoW, and Angry Birds, and...

Lua is ubiquitous in game programming (as a scripting language), see e.g.: http://en.wikipedia.org/wiki/Category:Lua-scripted_video_gam... or browse through some game programming related job openings.

Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by danschuller on Thursday September 11, 2014 @04:03AM (#8301400)
I wish is a little bit more ubiquitous everywhere else. It's a great language and would have been a far better Javascript!
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by Slackwise on Thursday September 11, 2014 @11:55AM (#8303295)
I always liken Lua to "JavaScript, with all the bad parts removed".
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by riffraff on Thursday September 11, 2014 @05:16AM (#8301598)
I should have added "already", I know lua is very common now, I didn't know it was common in 1997.
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by pygy_ on Thursday September 11, 2014 @05:37AM (#8301627)
It was AFAIK the first game to use Lua, and it influenced the rest of the industry.
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by akavel on Thursday September 11, 2014 @10:05AM (#8302607)
Ah yes:

"Soon after the article in Dr. Dobb's, we received several messages about Lua. One of the first messages was the following:"

    From: Bret Mogilefsky <[email protected]>
    To: "'[email protected]'" <[email protected]>
    Subject: LUA rocks!  Question, too.
    Date: Thu, 9 Jan 1997 13:21:41 -0800
 
    Hi there...
 
    After reading the Dr. Dobbs article on Lua I was very eager to check it
    out, and so far it has exceeded my expectations in every way!  It's
    elegance and simplicity astound me.  Congratulations on developing such
    a well-thought out language.
 
    Some background: I am working on an adventure game for the LucasArts
    Entertainment Co., and I want to try replacing our older adventure game
    scripting language, SCUMM, with Lua.

    [...]
http://www.lua.org/history.html
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by Argorak on Thursday September 11, 2014 @06:29AM (#8301769)
Note that before that, Lucasarts had a custom execution environment for their games, for portability reasons (SCUMM). Grim Fandango uses GrimE, sort of a successor to that.

I would assume that LUA was a way to move towards something common as a scripting language in GrimE.

http://en.wikipedia.org/wiki/SCUMM http://en.wikipedia.org/wiki/LucasArts_adventure_games#3D_gr...

Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by deeviant on Thursday September 11, 2014 @02:41PM (#8304339)
They weren't quite "written" in lua, but more had their higher level logic (events, stats, game logic) scripted in lua.

It's kind of a small point, I just don't want somebody to get the idea to write an actual game engine in lua.

Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by LBarret on Thursday September 11, 2014 @02:58AM (#8301221)
the game engine was likely c++, and the scripts (Fx, behaviors, etc) were in Lua. It's a common setup.
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by riffraff on Thursday September 11, 2014 @05:14AM (#8301592)
my surprise was that this was true 17 years ago :)
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by rblstr on Thursday September 11, 2014 @05:34AM (#8301621)
Lua is 20 years old :)
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable by sspiff on Thursday September 11, 2014 @09:41AM (#8302470)
My brother had a demo of Grim Fandango in a ZIP archive, and it didn't include the Lua DLL. When we reran it years later, we first had to recompile Lua (3.1?) before the game would run.

That's how I learned it was using Lua. I believe it was the first large scale use of Lua in a game, certainly the first I encountered.