use of text lists, stats, maybe even SQLite

tvalleautvalleau Member Posts: 7
edited November -1 in Working with GS (Mac)
I'd like to see it opened up to things like casual word games, and features outside of just physics. I sort of assumed (bad move) that I could check for the proper arrangement of blocks (ie letters) when I bought into it. In stead I see that GS is good for manual dexterity games, and nothing else. Bummer. Time to move on....

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi tvalleau: come back!! ;-)

    I mean to say that casual word games would be possible, I think, in the GS beta as it stands now, but wouldn't have quite all of the facilities you'd require. Although some, if not most of them, could be tackled another way. Each item on a List, for instance, could be a Text Attribute, although it'd be a bit of a pain to link each one with other specific attributes, that's for sure. But there's a whisper going around (OK, I whispered it to myself!) that Gendai will implement Arrays somehow, at some point (although, to be fair, if this is going to happen, it probably wouldn't be some time soon, at a guess). Stats could be "attribute farming", + could include Saving and Loading. I doubt very much that SQLite will ever be implemented though.

    :-)

    PS One last point: GS is in early days really, being still beta; but the guys at Gendai seem to be putting out revisions fairly regularly. So really, the beta can only get better! (Ouch, sorry about that!)
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  • tvalleautvalleau Member Posts: 7
    Well... let's see...

    First: thanks! :-)

    Second: I'd be delighted to discover that I could actually tell if a user interacted with objects in such a way as to spell a word... I'd even make it easy: I'd know the word in advance... no lookup dictionaries involved. I'd have thought that would be doable... but some other threads here, asking about word-games, were met with "you can't get there from here." (Including this one: http://gamesalad.com/forums/topic.php?id=5639#post-35558, saying that such games are "impossible" with GS...

    Having already spent the $$, naturally enough I'd rather not have to buy Unity just to get the job done...
  • quantumsheepquantumsheep Member Posts: 8,188
    Could you try something like this:

    From your description, I imagine the objects would be tiles with letters on them, such as those found in scrabble. You'd re-arrange these objects to spell a word.

    Then you'd check if the word was correct.

    So...

    You'd have a bunch of variables for each letter. Let's say

    Variable A = 1
    Variable B = 2

    etc etc for each letter of the alphabet with variable Z =26 being the last one.

    Then you'd have a number of squares on your screen where you could drag the letters on to. I'll make it easy on myself and say four squares (though I imagine you'd need more for longer words!)

    So, four squares. For each square, you'd have another variable.

    Square 1 = 0
    Square 2 = 0
    Square 3 = 0
    Square 4 = 0

    Then if you move a letter onto the square, it would change its value.

    Let's say we want to spell 'Bead'

    Move the B to the first square - its value changes to 2
    Move the E to the second square - its value changes to 5
    Move the A to the third square - its value changes to 1
    Move the D to the fourth square - its value changes to 4

    Then have an actor to check the spelling. Have a rule in it that says:

    If ALL conditions are true:
    Square 1 = 2
    Square 2 = 5
    Square 3 = 1
    Square 4 = 4

    The display 'Success!' in the middle of the screen.

    Otherwise:

    Display: Wrong!

    It's not elegant, it's not perfect, but I reckon you could do it.

    What do you think?

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • jstrahanjstrahan Member Posts: 498
    that sounds good QS my wife been wanting me to make somekind of word game i told her i think it could be done but it would take a long time to figure it out so ill try ur suggestion
  • tvalleautvalleau Member Posts: 7
    Thank you, QS. I see there's some applied experience talking there. I appreciate it.
  • Stryfe01Stryfe01 Member Posts: 146
    Whoah! Whoah! Whoah! QS! That would work perfectly, I mean i'd have to spell out each variable, but that is exactly what I want to do with one of my games.
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