grossd's Recent Forum Activity

  • thanks.

    But the behavior i need is as follows:

    Button pressed --> show next frame unless already at max frame, then show frame 0

    I imagine loop would just loop through all frames without "waiting" for the button to be pressed. Or, is there another way to use loops?

  • Hi,

    I don't see a "mod" (for modulu) system function, to find the remainder for division. Is very useful for creating additions that stay in a range. For exampe, suppose i want to create a little game that pressing a button steps through all frames of an animation. If i know that there are say animations 0 to 5, then you can use a mod function as follows:

    current frame = (current frame + 1) mod 6

    set animation frame to (current frame)

    this will conveniently guarantee that you circle through the frames.

    But, i guess there is no mod system function. Could one be offered?

    Dan

  • How good is speech recognition in recognizing, say predefined words. What languages are supported?

    Who does the speech recognition is this C2 or Javascript library or HTML5/browser?

    thanks,

    Dan

  • sorry , didn't do a search ...

    I am quite apparently new to C2.

  • In such discussions I wish you could consider making C2 open source

    Enthusiasts could then add features -- offloading work from you guys. But, would it then be possible for you to define a viable business model for yourselves to ensure that all the hard work you put into this is not lost (in a commercial sense) ...

    Dan

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  • Also, i guess, a HUD would then go into an "inheritance layer" rather than replicate it across layouts.

  • I think an include layer would be indeed very good.

    You mention inheritance -- do you actually mean inheritance in the Object Oriented sense?

    I used to work (a long time ago) with a visual language (Digitalk Parts for Smalltalk), and visual components were in essence object instances (not unlike object type instances in C2), and you could freely subclass them, to add or customize specific behavior.

    For example, consider having a named (layer/include event sheet pair), which you can include in another named (layer/include event sheet) to add additional objects types and events. Perhaps this makes sense too in C2.

    Dan

  • Thank you spongehammer.

    The problem with Spawning is that they obscure the actual visual layout by pushing the layout elements into code. A key strength of C2 in my mind is that its visual programming which makes it easier to understand, program, maintain and change. This means that if you want to do reuse you have to move away from this paradigm.

    BTW, the keyboard is mostly spawned from one letter, but there are still layout specific design elements included.

    Dan

  • HI Ashley,

    Thank you for your prompt response.

    I can of course replicate the keyboard and other design elements across quiz layouts.

    But, I am going to include the keyboard in, say, 15-20 screens, and duplicate other kinds of design elements across various screens, and as requirements change, and they will change, since we are doing participatory design -- I have to redo all screens, one at a time -- all layout elements that can not be reused. Its tedious and error prone.

    It would have been nice if there is one location where I make the change and the change propagates across all layouts. Perhaps such modularity is not a strong requirements in game design, and my quiz game is unusual that it reuses design components across screens.

    Dan

    p.s. Also, i want to avoid parameterizing screens, and events, to facilitate reuse, since it reduces the readability of the event code, and there are always exceptions you need to deal with, which make things even more complex.

    EDIT: Also, i think the simplicity of C2 event coding, which I appreicate a lot, is lost to a greater extend when I parameterize for reuse. I've tried it, and then i found myself spending time debugging reuse code rather than improve the games themselves.

  • Btw, I understand that I can include events, and I am indeed making extensive use of "includes", for example, to "automatically" internationalize all Quiz screens. But, sometimes I need to include both layout elements and associated events, and C2 currently does not support such kind of combined reusable "components" "out of the box".

  • Thank you Ashley,

    What i am trying to do is to break down my quiz game into game "components" with which to construct quiz screens. A component would be in part layout elements and in part associated events.

    For example, I designed a visual keyboard (going from "A" to "Z", working in English and Hebrew), and want to include the keyboard in various quiz screens -- those for which an entry is required.

    So, instead of replicating the keyboard layout elements and event sheet across all screens, I want to include a keyboard component only, as a whole, in a new quiz screen.

    Using iFrame and HTML5 Messaging as implemented by the postMessage plugin seems to enable doing that. But, the overhead this would create may in the end be a bottleneck.

    Dan

  • Hi BluePhaze,

    (I just posted a reply but it seems to have gotten lost), so here again:

    Indeed, my question was about performance of exported games. I am wondering if there is a difference in performance if "games inside games" are run within one exported C2 game or whether each run in an iFrame.

    Daniel

    p.s. I would need to check the non-focus item you mentioned. I would want the game inside the iFrame be responsive at all time, not only when it has focus.

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grossd

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