In MMF making your own scripting language will be hard. In jamagic it's a lot easier, since you can link keywords to functions to create objects(whereas in MMF you need to define an event for EVERY object you create...)
I'm starting to grasp just how complicated this could end up becoming...
Oh well, the rpg maker will just have to use 'detector' tiles to send objects in certain directions rather than the coolness of letting the user code that sort of thing.
Viddy A ClockWork Orange, Droogs...
Goddamn you to hell 'Newbie' DC Rating... Go up, UP DAMN YOU!
I thought about that too. I was thinking the only way would be, say, if any computer could hold as much variables as it had HD space, so the more HD space, the more variables could be used. Theoretically, an infinitely large HD could hold an infinite amount of variables, but, in reality that wouldn't exist. Thats how it could possibly be "nearly infinite".
I wrote CFISI, which is a Jamagic style scripting language in an extension for MMF. It was written in C++, and is primarily based on one of the advanced features of C++: inheritence. You will need to do this if you are serious about making a programming language. However, by all means you can still do it in TGF/MMF as a learning experience. In C++ it is really complicated though, and you'll be using classes, inheritence, abstract syntax trees, and plenty of pointers.
For a Click-made scripting language you can check out this:
http://www.clickteam.com/CTforum/showflat.php3?Cat=&Board=fac&Number=131757&page=&view=&sb=&o=&vc=1
It's pretty primitive but shows how to do all the parsing.
Scripting languages in Click products have several disadvantages: firstly, people have to learn your special new language to use it, unless it is based on or similar to another language, e.g. CFISI is based on Jama/C so programmers in either can pick it up relatively quickly. Also it's slow (unless in an extension like FISI) - the above example in TGF will be hard work for your computerif constantly running a script at the same time as the game.