Load and Save Behavior modification

gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,577
edited January 2012 in Working with GS (Mac)
Hi, I was thinking today that when we use the Load and Save Behaviors we will - 99% of the time - be dragging out (or copying) multiple copies of each behaviour at the same time.

So my suggestion is that, say in the Save Behavior, instead of just one attribute, it automatically shows a list of all attributes in the scene with checkboxes beside the keys (the same for a Load Behavior). This way would make life quicker and easier, check the boxes of all the attributes you'll need in one go, and be easier to add the keys one after the other in the list. (This way would save space in the Rules too).

Perhaps all the attributes could be checked as default; that way just unchecking the ones not needed could be quicker. A deselect all checked boxes button would be useful too maybe.

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""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

Comments

  • calvin9403calvin9403 Member Posts: 3,186
    Yep these little things can be very helpful when using gamesalad

    And have a button to check all or deselect all
  • POMPOM Member Posts: 2,599
    Im with you on this one , last day i was making the saving and loading of all the new attributes for my game , (more than 100) ,
    And it was a big headache , selecting checkboxes can be very useful !

    Good one gyro !

    Roy.
  • calvin9403calvin9403 Member Posts: 3,186
    Are they all index attrbutes?

    And hopefully they have something for tables if we can write on it
  • POMPOM Member Posts: 2,599
    edited January 2012
    Calvin , yes they where all index ( i wonder why you ask ?)
    game.stars level 1
    game.stars level 2
    game.stars level 3
    And on and on and on and on and on and on , 120 levels !

    wha that was hard ;)

    Roy.
  • anithmukanithmuk Member Posts: 235
    Yeah there are so many little things like this that would make GS so much better
  • calvin9403calvin9403 Member Posts: 3,186
    @roy I am just wondering that is that the project you are talking about yesterday

    @anithmuk i agree, something like a pop up window of how many tables/attributes/scenes you want to make will be great
  • POMPOM Member Posts: 2,599
    Oh right i remember now that you shared my frustration yesterday ;) thanks for that mate!

    Roy.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,577
    edited January 2012
    I share your frustration as well, Roy, it's hard work with so many Saves and Loads it becomes as boring as accounting! (Apologies to any accountants out there... ;-)

    Glad you guys like the idea. Just thought of yet another aspect which will save even more time:

    Firstly, combine the Save and Load behaviours into one, renamed Save/Load Attributes ("ah, they're really made for each other, aren't they...." ;-)

    Then when the list is dragged out, there are two toggled buttons at the top, one for Save and one for Load, maybe Save checked as default, being - usually - the first to be done. And whichever list is done first, it automatically copies the chosen attributes into the other list. So you only have to do the list once.

    Edit: the idea being that you'd simply copy the behaviour into custom to use at the beginning of the game, drag it out there and toggle it to Load.... this particular behaviour would have to override putting blanks in the scene attributes in the list though...

    We'd save so much time we could all go drinking in the park! (OK, forget that idea... :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,577
    edited January 2012
    Just thought: "Edit: the idea being that you'd simply copy the behaviour into custom to use at the beginning of the game, drag it out there and toggle it to Load.... this particular behaviour would have to override putting blanks in the scene attributes in the list though..."

    The way around this would be to have the Level name pulldown menu showing at the top of the list as well.... that way when they are all copied across at the beginning for Load, there'll be neat lists and which level they refer to (in case you have the same attribute names for different levels).

    Edit: for the scene/level name, I guess it'll be better as static text as it doesn't need to be changed...

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

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