2.0.x Make function to include Algobox scenes
Posted: Wed Oct 26, 2011 9:04 pm
First of all: i googled and searched on this but i can't find it. I really think it's already suggested, but...
Second: When i'm writing this, i conclude that this maybe already is in Algodoo. When so, I apologize to you all. I dont script very much and the only thing I use the most is onCollide, so please, dont blame me when i overlooked it
Explanation of suggestion:
Well I don't think you understand this, so I will explain this to you. The idea is that you can make a script that will, on a special event, download a new Algobox scene. The most practical uses of this are in like very big scenes, OR in of course games with different levels. Like, you got a scene that has LOTS of objects like a race. What now, if you just make the player wait 15 seconds halfway the race, delete the scene and go on with the other part? That would really improve your system efforts. I know, that is very hard to script (cuz you also got to make a script to include the speed and place of both vehicles) but this is just an example to let you understand the idea. Other example: you got a adventure game and you let two (or more) parts overlap a little. When the player gets to the overlap point, the game will pause and download the new scene. Then, the game just goes on with the new part. Like this the player only has to wait some time, and he probably can play the game at a simulation speed of 100%, just because the memory Algodoo uses halves (in theory, of course).
The problem that comes with this is that if you want to script this properly, you first gotta finish a whole game (or other scenes, but the game is more beforehand in explanation) and then upload it, because you can't edit (wait... is that so? you cant edit right?) scenes on algobox. But, if you do this properly, the player doesn't have to find the new levels, but just waits when the new level is downloaded!
A solution for the problem above is to make a title screen of your game with, for example, buttons. You just save this title screen on your PC, then click on the level you want to play and the game just downloads it. You include an version number and when you got a new level, you just update the title screen.
So: Make a thing in algodoo that you can link algodoo scenes to eachother, just like it was back some years with the internet: at first they only had plain text, and with the come of HyperText you could click the text and go to websites. Well, my suggestion is to get a sort of HyperText into Algodoo to link scenes to eachother: when you click on something or a special event happens, a new scene will be downloaded.
Last, the suggestion above and its explanations are filled with examples. Just comment about the suggestion and not about the examples, please. When you support this, please say that.
Second: When i'm writing this, i conclude that this maybe already is in Algodoo. When so, I apologize to you all. I dont script very much and the only thing I use the most is onCollide, so please, dont blame me when i overlooked it
Explanation of suggestion:
Well I don't think you understand this, so I will explain this to you. The idea is that you can make a script that will, on a special event, download a new Algobox scene. The most practical uses of this are in like very big scenes, OR in of course games with different levels. Like, you got a scene that has LOTS of objects like a race. What now, if you just make the player wait 15 seconds halfway the race, delete the scene and go on with the other part? That would really improve your system efforts. I know, that is very hard to script (cuz you also got to make a script to include the speed and place of both vehicles) but this is just an example to let you understand the idea. Other example: you got a adventure game and you let two (or more) parts overlap a little. When the player gets to the overlap point, the game will pause and download the new scene. Then, the game just goes on with the new part. Like this the player only has to wait some time, and he probably can play the game at a simulation speed of 100%, just because the memory Algodoo uses halves (in theory, of course).
The problem that comes with this is that if you want to script this properly, you first gotta finish a whole game (or other scenes, but the game is more beforehand in explanation) and then upload it, because you can't edit (wait... is that so? you cant edit right?) scenes on algobox. But, if you do this properly, the player doesn't have to find the new levels, but just waits when the new level is downloaded!
A solution for the problem above is to make a title screen of your game with, for example, buttons. You just save this title screen on your PC, then click on the level you want to play and the game just downloads it. You include an version number and when you got a new level, you just update the title screen.
So: Make a thing in algodoo that you can link algodoo scenes to eachother, just like it was back some years with the internet: at first they only had plain text, and with the come of HyperText you could click the text and go to websites. Well, my suggestion is to get a sort of HyperText into Algodoo to link scenes to eachother: when you click on something or a special event happens, a new scene will be downloaded.
Last, the suggestion above and its explanations are filled with examples. Just comment about the suggestion and not about the examples, please. When you support this, please say that.