My features wishes

  • #40, by afrlmeThursday, 07. August 2014, 13:50 10 years ago
    @ Alex: you need to edit you post! You've not closed off the quote properly or have added an extra one & it's broken this page. wink

    I would like in the editor if we could create if queries in the same way as lua query operators.

    if, and, or, else, elseif, end. It just makes more sense to me that way so that it is possible to string together multiple queries into one without needing an end if for each query & also same goes for the else vs elseif as elseif also allows us to query multiple things without needing to end each thing.

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  • #41, by MachtnixThursday, 07. August 2014, 15:39 10 years ago
    Yeah. If-querys in the editor are good to bang my head... ;-)

    Now I use it linear like this:
    if-conditionA true
       actionA
    endif. 
    if-conditionB true
       actionB
    endif. 
    if-conditionC true
       actionC
    endif.
    


    It's more overall view, less insertion. I think the code works just the same. After checking all conditions false the last action behind the querys will be executed if there is one, otherwise the true condition will be executed. The order of querys is important than, of course. And I need a very logical condition structure.

    The problem is not the if-query itself, but the automatic insertion and the missing structure to which condition an action belongs. In every code editor (like Notepad++ or netbeans) there are color blocks or brackets... It will be a good first step to make Visionaire editor lines colored....

    Machtnix

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  • #42, by afrlmeThursday, 07. August 2014, 16:08 10 years ago
    Hmm when you use that method it can cause issues because it's reading the code line by line & thus if you change the condition inside of the first query it can end up triggering the code in the other query because that condition is now met. It does not act as if else when you sting queries together in that manner.

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  • #43, by MachtnixThursday, 07. August 2014, 16:14 10 years ago
    startAnimation("Game.GameCurrentCharacter.CharacterCurrentOutfit.OutfitCharacterAnimations[animation_name]") -- replace "animation_name" with name of animation you want to play
    


    Thank you. I' ll try LUA next time - maybe. At present there are some bigger problems I don't need LUA for (f.e. to save the game or to cross two characters paths in the right way....).
    I think, if someone had mastered LUA he will automatically solve ALL problems with it ;-) ;-) ;-)

    Machtnix

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    1097 Posts

  • #44, by afrlmeThursday, 07. August 2014, 16:28 10 years ago
    Not everything can be accessed with lua script. Thus you still have to resort to the editor action parts at times.

    It's worth learning. Plus if you do then you can use your knowledge of lua for other lua based game engines too! or even as a base point for learning another programming language like gml language used in game maker studio which is a nice app if you want to make a platformer or beat 'em based game or something else.

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  • #45, by MachtnixThursday, 07. August 2014, 16:43 10 years ago
    Hmm when you use that method it can cause issues because it's reading the code line by line & thus if you change the condition inside of the first query it can end up triggering the code in the other query because that condition is now met. It does not act as if else when you sting queries together in that manner.

    Yes, you are right. It's more like a "case"-query, but without break. The interpreter always reads all querys. My actions mostly change values only. So I can check a lot of values to put them together later to ONE action.

    Bye Machtnix

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  • #46, by afrlmeThursday, 07. August 2014, 17:24 10 years ago
    Here's a quick example in lua script of the example block you wrote earlier.
    if getObject("Conditions[ConditionA]"):getBool(VConditionValue) then
     startAction("Actions[ActionA]")
    elseif getObject("Conditions[ConditionB]"):getBool(VConditionValue) then
     startAction("Actions[ActionB]")
    elseif getObject("Conditions[ConditionC]"):getBool(VConditionValue) then
     startAction("Actions[ActionC]")
    elseif getObject("Conditions[ConditionD]"):getBool(VConditionValue) then
     startAction("Actions[ActionD]")
    end
    

    ... for a little fun I will show an example of using a function to shorten the code.
    function checkCond(c)
     return getObject("Conditions[" .. c .. "]"):getBool(VConditionValue) 
    end
    
    if checkCond("ConditionA") then startAction("Actions[ActionA]")
    elseif checkCond("ConditionB") then startAction("Actions[ActionB]")
    elseif checkCond("ConditionC") then startAction("Actions[ActionC]")
    elseif checkCond("ConditionD") then startAction("Actions[ActionD]")
    end
    

    ... the function checks if linked condition is true or false & returns the boolean value.
    if not checkCond("condition_name") then -- NOT allows us to check if condition is false instead of writing == false.
    

    Complicated? Hopefully gives you a little insight into the world of scripting, although it would probably be easier to understand if I added some comments.

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  • #47, by UraalFriday, 08. August 2014, 17:52 10 years ago
    I would love to see more detailed optimization options for building the game. For instance I am in situation where I'd love to compress character's only and leave rest of the graphics intact.

    Newbie

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  • #48, by priabudimanFriday, 08. August 2014, 19:16 10 years ago
    chance to compile a very short game (for demo purpose) so we can share with people in the forum for comments and critiques.. maybe give it more limitations, like watermarks or very limited room, etc

    possible? grin

    Newbie

    12 Posts

  • #49, by afrlmeFriday, 08. August 2014, 20:39 10 years ago
    Not without limiting the evaluation version even more. The build/export option is left out of the evaluation for security reasons I think.

    Imperator

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  • #50, by divas1980Saturday, 09. August 2014, 14:41 10 years ago
    visionare is very very great tool! but for me for this program need a script editor (in a new windows) for compile script for istant debug (like in wintermute or unity) and a easy menu editor for create button/menu with 2 o more states (press, mouse out, mouse in ecc ecc) without use script for this.

    Newbie

    46 Posts