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Variables

  • TAPgiles
    Great answers

    I don't know the answer to this. But there are methods we can use to cram more pieces of data into the same variable, and so not need 1 variable per piece of data and we are able to store many more than 128 pieces of data persistently.

    I have tutorials on how to go about this... https://www.youtube.com/playlist?list=PLX3qX-yI9vm6Z8hSAY5Y7YdY_UhhRfjgz

  • jays83gsl

    I can never get those to work right. The on / off work fine, but that's cumbersome for a full-depth inventory with crafting.

  • NeonTheCoder

    That logic is not very good for RPGs as it takes up a LOT of gameplay thermo to convert anything into those values and back. The thermo gain with the trig and vector functions added today have proven that a lot of these asks that phort, aecert and I made on the old forums regarding calculators and variables and teleporters would lead to is something that is really needed for anything truly advanced.

    More variable support is desperately needed for anything truly advanced. Most modern games use thousands of variables all of different basic types and classes. The least we could get is the multiplayer variables to be saved and loaded with one controller (and no the data isn't saved to the other user profiles only the main user.) It would be ever better if we got a number variable converter built into a single gadget to get much more data out of what seems to be a 32 bit value, possibly different types or a new splitter type.

    The biggest issue for most people is interpreting the number values and the mathematics needed to get workable values out of it. Making gadgets that label things and do the math for people not only makes things more thermo efficient so you can have more things in a single scene (which seems to be much higher now because turning gadgets off seems to give some thermo back now), it also lets more people use dreams as a game engine instead of a prototyping tool for games on other engines, as well as lower the barrier for entry.

    As it stands with the single update of the calculator and animating zones allows for so much more stuff than I could ever imagine being possible before. It is now possible to do a full split screen game with much more complexity than before. You can animate a trigger zone on a base game layer player and make an arbitrary culling zone to allow for turning on and off the logic for split screen for any amount of players, as well as including the critical math needed to project something in perspective instead of a basic remapping allowing for accurate placement and possibly scale of objects, and still have the thermo left to make almost anything you want in reason. 

    LadyLexUK made a good point on her taking flight post that Mm doesn't really include much logic in any of their kits except for the very basics, and many of the people who these kits target (people who want to use dreams more like Garry's Mod than a game engine, see popular streamers) don't know how to use dreams past the very basics of the tools. Providing accessible and easy to understand tools allows for so much more than one person could ever dream up. 

  • jays83gsl

    Wow, Neon, you took my concerns and put them into the sort of words I never could have. It brilliantly summed up what I was trying to say. Thanks. The bit about the difficulties of retrieving values in an rpg was especially on point. I was crushed when I was unable to take my RPG maker game from the switch, and convert it to this more advanced platform. 

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