Variables???

Started by InCreator, Mon 13/06/2005 01:22:29

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InCreator

It sounds extremely noob...  :P

AGS has made large improvements, and I haven't been able to track all of them.
So, my event coding still goes like that:

* Create and define new GlobalInt
* Write it's use down somewhere, so I could hack through the mess when I have too many Globalints
* Use it, constantly checking what the hell was it used for

Does AGS has any simpler ways to make fast user-defined variables for local (room) and global use?

Also, I still have no idea, what the "properties" are.

With expanding of AGS, manual has also grown to confusing size...


Akumayo

I think you can use functions to do something of the sort.  Like a check_crap(dosomecrap int) function or something.  As far as properties, I'm still working on figuring them out, but I think they're like bushes and rocks in grid games, they all do the same thing if clicked on when they are assigned the same property (so you don't have to write the same code over and over on every bush/rock)
"Power is not a means - it is an end."

InCreator

I mean, for example, Game Maker supports all kind of Object-related and global variables.

If I had object "car" and wanted to define a new variable for it, I would just write

car.door_open=1;

into car creation event
and engine would initialize a new variable for me. Local one.

But writing

global.cardooropen=1;

Would make a global one. Super easy.

AGS could use rooms as objects, like

Room1.dooropen = 1;

...Or is there simplicity like this hidden somewhere in the depths of AGS already?

Akumayo

wow, if ags could do that, I'd whoop, hollar, jump, bounce, clap, jump again, and then cry....
"Power is not a means - it is an end."

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