grossd's Forum Posts

  • nice, thanks.

  • Hi,

    What would it take to have a fuller collection of GUI widgets in C2, so that general purpose, information oriented, mobile apps could be developed?

    Could Angular.js for example be integrated. Would Angular be a good choice?

    Dan

  • Thanks,

    I haven't thought about subevents as gated states, but its a good idea and I will try it out, to see if this is what I was looking for.

    Indeed i am using functions a lot, and also like it that functions can have different "versions", based on the conditions attached to them. This makes functions very powerful in C2.

  • Thanks Ashley for the additional information.

    In my quiz game I have in each layout "temporal" states, such as "before Quiz starts", "Quiz running", "Quiz Cue 1 Given", "Quiz succeeded" ...

    I want to ensure, for example, that when the success event is detected, and hence, Quiz succeeded state is entered, no more cuing occurs. cuing is a counter (with its own states), that runs in parallel.

    At the same time I want to separate out code snipplets that deal with different concerns -- hence modularize the code. I don't want for example the cuing timers to know about game states.

    So best, if i can place (call back) function that the cuing code calls into a "Gated sheet section" where it can only be invoked when CurrentState<>Success.

    Similarly, I would want cuing timers only to run when the game entered the "Running State", and not before -- so they may have their own states that are activated via the main game layout states.

    So, all this can be done currently, but i think it would be cleaner if there are designated "sections", each with their "entry condition"

    Dan

  • Thanks codah,

    However, in my game the user can return to a layout, and after testing, it seems that unless i reset the layout (with a reset action), the state of the group is "global" and remains as it was when the layout was left. Because of this i can't rely on the

  • Yes.

    Now i have code like so:

    on start layout => Activate Group "Group1"

    condition ^ once => Deactivate Group "Group1"

    So, a group of events/actions included in Group 1, are only active from the beginning of the layout until a condition holds.

    I think it would be nice if an activate or deactivate condition could be entered in the group itself. Right now, the only condition available is active when layout starts.

    Dan

  • I think you are right.

    With sub-events this can be done quite nicely ...

    I wonder, if there is value to allow structuring more visually with Groups and activation condition of groups.

    Dan

  • Hi Ashley,

    I notice that a lot of my code is temporal in nature -- events that happen before or after certain conditions hold, and actions that should only happen after certain events occurred, like state machines.

    I think a useful advanced (or perhaps not so advanced) feature would be to have gated sections in an event sheet. Each gates section would have a condition expression that must be true for all events in the section to trigger. It may also be possible to include event sheets into a gated section, which would mean that all events in the event sheet would only fire when the gated conditions are also met.

    Like this the event sheet could have a section that is activated when the layout started, and a section that is activated when, say, the player is on low food, which is, say, an important state in the game. Etc. There could also be subsections, which add selected pre-conditions.

    I think this can already be implemented with Groups while playing with activation conditions of groups in seperate event expressions. But, it would be nice to have this "out of the box"

    Perhaps a simple "syntactic sugar" implementation would be to support conditions on Groups to activate or deactive them.

    In a way an event sheet would then be turned into a (hierarchical) state machine in chart form.

    what do you think,

    Dan

  • Not exactly, sort them by player name -- I guess you meant that ...

  • Thanks Ethan,

    I do use the keys of a Dictionary, for example, to store player names, and dictionary values, to store some values associated with each player, say, number of time the player played a game.

    When outputting this information, its useful to have the players sorted -- despite being internally stored in a dictionary.

    Dan

  • Hi,

    Is there a convenient way to create a table to present on screen tabular data. I have a matrix of data with rows and column labels which i would like to show on screen -- nicely formatted.

    thanks,

    Dan

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi,

    It would be great if it were possible to have the keys in a dictionary sorted during a loop execution. While dictionaries per definition do not define a sort order for keys -- dictionaries are merely associative storage, it would nevertheless be useful to be able to travers all keys in a sorted manner.

    Right now, I load the dictionary keys into an array, sort the array, and then loop through the array and access the dictionary via the the keys sorted in the array -- it works well, but is rather memory intensive and cumbersome.

    thanks,

    Dan

  • Hi all,

    Can someone explain to me what loopback.io is and whether this can be used to advantage in C2 to connect to cloud based databases using the Browser/Ajax plugins, somehow?

    Also, I have been reading a bit about node.js -- from what i gather its essentially a web server, and also includes a package manager to add packages to the server.

    Can I write node-webkit apps/games with C2, than could then also be deployed on a node.js server? Does this makes sense to do?

    Trying to get my head around all those technologies.

    My main objective is to create a simple browser plugin based approach to read/writing into a cloud database.

    Dan

  • Yann,

    In the meantime I created my own C2 based "library" function to push and pop a set the path using an Array/Stack. It works pretty well ...

    so, whenever i descend I push the current last path element into a stack, and when i return from the decent i pop the stack, after each push and pop I set the path looping through the current elements in the stack (array).

    So, if you could implement a simple "pop" that would be great.

  • Thanks.

    What is the FGL plugin ... can i see examples somewhere