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MechaSource Competition - Beginner Interface, Prizes inside!
BurninLeo |
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[Entry] Well I believe a useful and easy to understand alternative to Drag and Drop would be to go along the route of Visual Basic. You could house a library of predefined "code snipits" coupled with a "solution explorer" to make easy edits to a piece of code without having to understand what it is you are editing, though this would also be a great way for beginners to learn. So here's an example of what I'm getting at: Say you want to add a physics property to an object. You would right click your mouse, scroll down to "code snipits" then "physical properties" and then "gravity" Select gravity and the basic outline of the code appears. Off to the right your "solution explorer" displays what kind of things you can do with this gravity property and offers to fill in the desired settings for you if needed be. As an example, the solution explorer could have a "gravity setting" that allows you to input an integer value that, upon entering, displays in the actual code. Well, that's my idea. Was it kind of what you were looking for? Professional illustration time:  [/Entry] This post has been edited by BurninLeo on Oct 14 2009, 03:34 PM
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Zero Kirby |
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Well, your local psychic is off to visit your mother!
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Okay first, BurninLeo's idea is fantastic. It should definitely be used. So I tried to come up with an idea that worked with it rather than against it. So here it is.  Okay so each object is broken down into four base situations: Physics, Collisions, Commands, and Events. Physics are the simple "how does gravity affect him" "how fast can he go" stuff like that. Collisions are obvious, they trigger upon collision with an object. Commands, they are triggered when you press a defined button. Events are user-defined, self-contained "if" statements that are checked at all times. They are defined by the user (with a detailed instruction on how to do so), so you don't get useless functions happening in the background, nor will the game check for something that doesn't exist. Perhaps for defining these events, you could provide a set of unfilled "if" statements, like "if x is equal to y" or "if there is x amount of z" or "if self is at l" and junk. Okay, so Physics is easy to use. How are the other ones used? Well here ya go:  Clicking on one of those divisions opens up a list of further subdivisions, portrayed by an image or other thing. For Collisions, you see the thing you collide with (with the name underneath). Commands, the button, and events, the "if" of that event is displayed when you roll over. Clicking on one of these opens up the code box, whereupon you can begin coding which can use BurninLeo's idea yadda yadda yadda you get the picture whoo-hoo. And of course, a full tutorial on how to use this will certainly help! So whaddaya think, MechaB?
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Xgoff |
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<):|
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so like...
what if the first place winner chooses the badge (assuming they have the beta already) and the 2nd place winner also has the beta
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 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
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Xgoff |
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[entry] obligatory node system  i couldn't be assed to finish it but this would be an example of defining objects actually programming this way would be a little more interesting to implement since you'd have nodes that may take only certain other nodes or datatypes for a given input (which type should be indicated somehow—i/o symbol shape?), and you'd have nodes with BOTH inputs and outputs such as a "collision" detection node that takes two objects and outputs a boolean based on whether the objects touch, or simple math nodes or whatever you need this would inherently be an OO system because nodeflow containing "object 1" would need to check all instances of "object 1", putting each one through its node system in addition you could add "grouping nodes" that don't do anything other than, well, group a ton of related nodes under a custom name, so you could collapse/expand, show/hide, delete/move, etc all of them in one click. you should also have the ability to right-click a line and insert a node right into it, or delete one out of it, while keeping the line connected blah blah i/o datatypes (these aren't necessarily lua's, but instead ones passed to/from mechasource's api): * number * string * file * boolean * object * any (specific type not specified or can't be known; nodes should do safety checks with these. the "Variables" box's output is an 'any' type for example) * blah blah a possible feature (shown on the workspace probably) would allow you to export the entire node setup as a valid lua script This post has been edited by Xgoff on Oct 14 2009, 09:54 PM
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 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
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