A Rock and A Hard Place : Read/Write Tables

CluvCluv Member Posts: 229
edited April 2012 in Miscellaneous
Is it just me, or are others feeling a bit impotent until the read/write tables come out? Anyone else stuck between trying to work on their game and not wanting to create a million variables (to only have to recode later using tables)?

Not whining, just saying.
:)>-

C

Best Answers

  • mynameisacemynameisace Hull, UKPosts: 2,484
    Accepted Answer
    Should be here pretty soon, although I have 6 or 7 projects ready and waiting for writeables!

    Ace
  • creativeappscreativeapps Posts: 1,770
    Accepted Answer
    yes I am waiting for read/write tables and updated engine. Everything coming very soon and it will put GameSalad on next level.

Answers

  • CluvCluv Member Posts: 229
    I feel lucky to be early on in my process so I am just making tables as if they were already "written" in, but I am stoked to see what the new engine/read&write looks and acts like. It definitely will take this type of coding to the next level.
  • CluvCluv Member Posts: 229
    @tshirtbooth ! I feel special knowing you responded to me, but sad that you are waiting for tables.

    Alas, and to all:
    With the arrival of tables I hope you get to put together not the games you want, but rather, the games you deserve.

    Here's to hoping it's real soon.
    C
  • EatingMyHatEatingMyHat Member Posts: 1,246
    Had to move on... it would had been great for my in game shop and Achievements, but with no publish dates, I can't wait.


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  • CluvCluv Member Posts: 229
    @eating my hat: Yeah, I'm looking for workarounds.
    I am also concerned about the new engine causing some drama as well, when it comes out. Hopefully it will be an easy update...

  • CluvCluv Member Posts: 229
    @saladstraightshooter: funny, I just read a post in the Gamesalad Kitchen saying it was coming not in the next release, but the one after. Must be older information. Whenever it is, I am all for it!
  • EatingMyHatEatingMyHat Member Posts: 1,246
    @Cluv workaround will be based on the use case that you have. As an example, for the shop I just created SKUs for each product. Once you buy a product it puts the SKU in a single text variable:
    game.BoughtList = game.BoughtList.."~"..self.SKU.."~"

    And saves the attributes.

    You can always check if something was bought with a 'contains' rule.

    So, overall one table and one attribute.

    @SaladStraightShooter Great news, but I have to admit, my project is close to completion (few weeks...), upgrading will be a tough decision...


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  • CluvCluv Member Posts: 229
    @Eatingmyhat : That is an elegant way to workaround it. I would love to do that, but I have several instantiations of objects/actors that all need to be updated in a similar fashion; it's an RTS. For example, I have static node positions that can be upgraded, overtaken, etc.

    My workaround so far is to make the prototype contain all my necessary variables except for the node index which is linked to a table to initialize my variables for my start state. Since players are only allowed to access one node at a time to upgrade, send troops, etc., I rewrite that info to global variables for the "current_node" which I can then use to build my menus appropriately.

    However, I am concerned when I start to work in the A.I. components because I don't have much experience with that and a table would help tremendously with its organization.

    Thanks for sharing. I will keep a SKU setup in my mind for the future. That's a really cool way to organize.

    C
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