A Rock and A Hard Place : Read/Write Tables
Cluv
Member Posts: 229
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.
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C
Not whining, just saying.
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C
Best Answers
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mynameisace Hull, UKPosts: 2,484Should be here pretty soon, although I have 6 or 7 projects ready and waiting for writeables!
Ace -
creativeapps Posts: 1,770yes I am waiting for read/write tables and updated engine. Everything coming very soon and it will put GameSalad on next level.
Answers
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
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I am also concerned about the new engine causing some drama as well, when it comes out. Hopefully it will be an easy update...
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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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