Will pay for GS programming help
fstltna
Member Posts: 96
I have posted a couple of messages looking for help with my game but never heard back from anyone whop said they would help, so I am changing my tactics... I need someone to look over my GS code and see what I am doing wrong/not doing in the best way, and I will pay for it.
I don't think that it would take more than a couple of hours at most to look it over and give me a heads up, and I will pay a reasonable amount for a couple hours work.
The main issue I am having is trying to calculate the scores and setting the text for each actor to be that dice combination score. Look here:
All the zeros should be the score for that current dice combination...
You can email or gtalk me at pulpfictionstore@gmail.com if you are interested in helping me out, I look forward to hearing from you!
I don't think that it would take more than a couple of hours at most to look it over and give me a heads up, and I will pay a reasonable amount for a couple hours work.
The main issue I am having is trying to calculate the scores and setting the text for each actor to be that dice combination score. Look here:
All the zeros should be the score for that current dice combination...
You can email or gtalk me at pulpfictionstore@gmail.com if you are interested in helping me out, I look forward to hearing from you!
Comments
The first step is to check if the dice is rolled. Use a boolean value for that.
The second step is to check and see if the dice roll is relevant to the digit value for that. IE. - Is the roll a small straight or not.
This is a much more complex rule structure and the core of your game. It may be bettter to use a controller actor for that.
The third step is then to add the relevant dice together to create a score value.
Here is an example for 6's:
Rule 1 - is the dice rolled? TRUE or FALSE
If true...Rule 2 >>
Rule 2a: Is die 1 a 6? T or F - If true 6total = 6total + 1
Rule 2b: Is die 2 a 6? T or F - If true 6total = 6total + 1
etc. for all 5 dice.
Rule 3: Number of 6s = 6total.
ScoreForSixes = 6total * 6 (points)
Rule 3B: reportScoreFor6s = True (which will light up the score)
6Total = 0 (to reset to a default for the next roll)
repeat this sequence for each total.
You can add lots of other custom rules along the way to make it more intersting or to add visual FX.
You might also consider using your own number.
Design a digit png for each number.
Then in your rule set...
If digitValue=1 > change image to digit1.png
If digitValue=2 > change image to digit2.png
etc.
Hope this helps and saves you some cash for the reviews.
In the future...
You will definitely get help if your questions are short and to the point.
To ask...Will somebody help me make a scoring system? won't get very many responses if any.
To ask...Will somebody explain how to report a score value to a digit actor? may get you more feedback.
Cheers!
Syn
I need someone who knows GS better than I do to look over my code and see what is going on...
Marisa
track out your switches.
Remember that the computer is LITERALLY only doing 1 calculation at a time and the order of precedence is critical. It can be frustrating. I have spent hours before trying to figure out why a boolean won't fire and 99 times out of a hundred...it was because something else fired a microsecond earlier and caused it to shut off.
Make sure that your booleans are in order.
I often put rule sets inside a switch wrapper...and then organize them in a step by step process.
In other words....when runStep1 is true...
Rule sequence executes...
runStep2 = true
runStep1 = false
when runStep2 is true...
and so on...
Make sure that you have followed EVERY SINGLE attribute and switch and make sure that they are firing in sequence.
use a note pad and a flow diagram to assist you. Track those booleans.
And is all else fails...SIMPLIFY SIMPLIFY SIMPLIFY.
I have many times rebuilt something 5 or 6 times to get it to work correctly. And every time I rebuild it...the solutions gets simpler and more elegant.
(BTW: For someone to sit down and look through your game could take dozens of hours...so I'm not sure if you will have many offers...unless you are offering up some serious cash...which I don't think is necessary...)
Just keep working at it and find that bad switch.
Make sure your root sequence is structured correctly.
The core logic should be:
1) dice are rolled
2) calculate combinations
3) activate scoring options
4) calculate scoring
5) wait for user decision
6) process user decision
7) prepare for repeat or end sequence
My suggestion is to make sure you break the game apart into core steps.
Don't try to start a new core step until the previous core step is PERFECTLY executed.
This might help you.
Marisa
Marisa
Here is a tip that helps...try following it:
http://gamesalad.com/forums/topic.php?id=4117#post-24536
Also try using a code break attribute. Doing this in VERY GOOD practice and easy to do. Its always my first attribute I create in a game.
http://gamesalad.com/forums/topic.php?id=3913#post-22935
Using a disable rule can help you isolate where a problem is.
Stay procedural with your logic and that might help some.
Yes...since GS has no database, arrays, or any other good way of storing/sorting data...
single attributes are all that you have...and complex games will require A TON OF THEM.
I use actor attributes for internal values and temporary values.
I use scene attributes for gameplay or shared values for unlocked actors.
I use game attributes for global values or shared values for locked actors.
Marisa
Cheers and sorry for the late response!
Cheers, Weswog
Marisa
If you are, try using Constrain Attribute instead.
Sometimes the Change Attribute fires right away and does not catch the change.
If you want to send me the file, I will take a quick look at it.
joe at firemaplegames dot com