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TiberScript 1.1 is finally OUT!!! (And TiberiusGBT Updates!)

SURPRISE! I was planning on releasing both TiberScript 1.1 and TiberiusGBT V1.5 at this day but do to the LLM call being broken I want you guys to finally test out TiberScript 1.1, this is the real deal, I have been working on this version for the past 4 months ever since I released TiberScript 1.0, I made sure this version was a ACTUAL interpreter, this is built in Python, much better for interpreting other languages then microScript 2.0. Like before there is a Learn and Test Projects of TiberScript 1.1, and you can actually make games in this interpreter.

What's New in 1.1

Everything listed in this handbook now actually runs in the engine. Version 1.0 was a vision: 1.1 is the real thing.

  • Real parser. Extra spaces, blank lines, and comments all work correctly.
  • Script-level variables. score = 0 and score += 100 are real assignments.
  • Full expressions. +, -, *, /, ==, !=, <, >, and, or, not all evaluate correctly.
  • if / elsetry / else works: both single-line and multi-line forms.
  • for loops work. for i = 1 to 5 runs the body 5 times.
  • while loops work. while hp > 0 do ... end loops until false.
  • User-defined functions work. Define heal(amount) = function ... end and call it anywhere.
  • attempt / recover works. The engine actually executes error handling blocks.
  • Any key works in key("x").hit / .held: not just arrows and space.
  • Mouse input: mouse.x, mouse.y, mouse.hit, mouse.held.
  • Dynamic objects: any object name auto-creates itself. No engine edits needed.
  • screen.sprite() draws real microStudio sprite assets.
  • alter and view are real scoped blocks: camera and opacity actually apply.
  • Physics helpers: gravity(), applyPhysics(), bounce(), distance().
  • Error logging: unknown commands log instead of silently failing.
  • debug(msg) prints and logs from inside scripts.
  • Tiber.addCommand() adds new commands without touching the engine.
  • Tiber.addScript() splits big games into named sub-scripts.

All 1.0 scripts run unchanged!

(And thanks to this person who commented this that flagged everything wrong with TiberScript 1.0:

This is my take of this 1. Parsing & Syntax Line-based parsing with indexOf and split is fragile. Extra spaces, capitalization changes, or line breaks can break scripts. No true syntax checking or error messages. No support for nested blocks beyond during "state". Limited ability to detect or handle invalid commands. 2. Performance Script is reparsed every frame, even if nothing changes. Expensive for many lines or many objects. No optimization for repeated operations (e.g., collision checks, drawing). 3. Language Features No loops (for, while) inside scripts. No conditional logic (if, else) inside scripts beyond the engine hardcoded conditions. No user-defined functions within TiberScript (all logic must be in the engine or microScript). No variables in scripts beyond those pre-declared in the engine. Arithmetic and assignments are minimal (mostly hardcoded increments like x += 2). 4. Object & Scene Handling Only supports a single player, enemy, and goal by default. Objects are hardcoded; adding multiple enemies requires engine modification. Collision checks are limited to AABB (no circles, polygons, or advanced physics). Objects have fixed size (20×20) with no scaling or rotation. No layering, z-order, or advanced rendering features. 5. Graphics Very basic: rectangles and text only. No sprites, animations, or textures. Color support is limited (hardcoded hex strings in draw commands). 6. Input Only arrow keys and space are supported by default. Adding more keys requires modifying the engine. No support for mouse input or dynamic key queries in scripts. 7. Physics & Logic Physics is extremely minimal: only simple AABB checks. No gravity, momentum, or other game mechanics. All transitions (transit) are hardcoded via string parsing. Script can’t handle complex AI or behaviors without microScript extension. 8. Debugging & Error Handling No errors are thrown for invalid commands. Scripts that don’t work fail silently. Hard to debug script issues for beginners. 9. Extensibility Scripts are limited to engine-provided commands. Adding new object types, behaviors, or commands often requires engine modification. MicroScript hook exists but is not fully integrated. 10. Maintainability Hard to write modular or reusable scripts. Script size and complexity are severely limited. Mixing engine logic and scripting can make projects messy quickly.

)

I will release a Github repository of TiberScript 1.1 also so please check out my Github page too: https://github.com/TiberiusCreator-Offical

And no need to worry about TiberiusGBT V1.5 not knowing, It has already been trained heavily in TiberScript 1.1! (Until it's released of course)

And you can check out TiberScript 1.1 Learn and Test in the explore section or HERE!

Test: https://microstudio.io/i/TiberiusCreator2/tiberscript1point1test2/

Learn: https://microstudio.io/i/TiberiusCreator2/learntiberscript1point12/

Thank you all for waiting for this I appreciate your patience and your support! :)

yo no offense did you write this with ai? Real parser. Extra spaces, blank lines, and comments all work correctly. Script-level variables. score = 0 and score += 100 are real assignments. Full expressions. +, -, *, /, ==, !=, <, >, and, or, not all evaluate correctly. if / elsetry / else works: both single-line and multi-line forms. for loops work. for i = 1 to 5 runs the body 5 times. while loops work. while hp > 0 do ... end loops until false. User-defined functions work. Define heal(amount) = function ... end and call it anywhere. attempt / recover works. The engine actually executes error handling blocks. Any key works in key("x").hit / .held: not just arrows and space. Mouse input: mouse.x, mouse.y, mouse.hit, mouse.held. Dynamic objects: any object name auto-creates itself. No engine edits needed. screen.sprite() draws real microStudio sprite assets. alter and view are real scoped blocks: camera and opacity actually apply. Physics helpers: gravity(), applyPhysics(), bounce(), distance(). Error logging: unknown commands log instead of silently failing. debug(msg) prints and logs from inside scripts. Tiber.addCommand() adds new commands without touching the engine. Tiber.addScript() splits big games into named sub-scripts. it sounds like ai

Oh yeah your right that part of the docs is generated from TiberiusGBT V1.5 BETA I forgot to delete it when I was making the docs. It was for information purposes and checking for any missing points of TiberScript 1.0 to 1.1 so yes this whole part of the docs is TiberiusGBT V1.5 BETA generated:

---

## What's New in 1.1

Everything listed in this handbook now **actually runs** in the engine. Version 1.0 was a vision: 1.1 is the real thing.

- **Real parser.** Extra spaces, blank lines, and comments all work correctly.
- **Script-level variables.** `score = 0` and `score += 100` are real assignments.
- **Full expressions.** `+`, `-`, `*`, `/`, `==`, `!=`, `<`, `>`, `and`, `or`, `not` all evaluate correctly.
- **`if / elsetry / else`** works: both single-line and multi-line forms.
- **`for` loops** work. `for i = 1 to 5` runs the body 5 times.
- **`while` loops** work. `while hp > 0 do ... end` loops until false.
- **User-defined functions** work. Define `heal(amount) = function ... end` and call it anywhere.
- **`attempt / recover`** works. The engine actually executes error handling blocks.
- **Any key works** in `key("x").hit` / `.held`: not just arrows and space.
- **Mouse input**: `mouse.x`, `mouse.y`, `mouse.hit`, `mouse.held`.
- **Dynamic objects**: any object name auto-creates itself. No engine edits needed.
- **`screen.sprite()`** draws real microStudio sprite assets.
- **`alter` and `view`** are real scoped blocks: camera and opacity actually apply.
- **Physics helpers**: `gravity()`, `applyPhysics()`, `bounce()`, `distance()`.
- **Error logging**: unknown commands log instead of silently failing.
- **`debug(msg)`** prints and logs from inside scripts.
- **`Tiber.addCommand()`** adds new commands without touching the engine.
- **`Tiber.addScript()`** splits big games into named sub-scripts.

All 1.0 scripts run unchanged.

---

I know I already showed it to you it was to show the changes of TiberScrip 1.0 to 1.1! :) I actually don't want to delete this part so people know what are the changes!

my tiberiusgbt dont say anything do you know what is happening? :(

Yeah brrdevtrue I have a whole post on microStudio and tons of people complaining I know, Someone used TiberiusGBT so much that he broke the global LLM Call on my TiberiusGBT Models (Somehow), it will be fixed very soon I promise! :)

HOLY this is serious I love that you used Python for the interpreter instead of microScript 2.0, and also I can't wait until the new version of TGBT is done!

Thanks! :)

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