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  3. State Machine: Best way?

State Machine: Best way?

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  • D Deeeds

    @GameCRAZY Now I know why your hints were making no sense.

    This makes even less sense.

    I don't have a quarter of the knowledge or insights into hyperPad you're assuming I do.

    Michael KhalfinG Offline
    Michael KhalfinG Offline
    Michael Khalfin
    wrote on last edited by
    #11

    @Deeeds What is it you are not understanding?

    There is nothing crazy going on here, whatsoever.
    Do you know how attributes work at all?

    In the 2nd example, I am not really making any states or anything. I am just skipping straight to the action.

    In the 3rd example, I am just turning state behaviors on and off.

    D 1 Reply Last reply
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    • Michael KhalfinG Michael Khalfin

      @Deeeds What is it you are not understanding?

      There is nothing crazy going on here, whatsoever.
      Do you know how attributes work at all?

      In the 2nd example, I am not really making any states or anything. I am just skipping straight to the action.

      In the 3rd example, I am just turning state behaviors on and off.

      D Offline
      D Offline
      Deeeds
      wrote on last edited by
      #12

      @GameCRAZY No, I don't think I know how Attributes work, at all. I thought I did, until I read your answer above... then I figured I don't know what I don't know.

      Aidan_FireA 1 Reply Last reply
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      • D Deeeds

        @GameCRAZY No, I don't think I know how Attributes work, at all. I thought I did, until I read your answer above... then I figured I don't know what I don't know.

        Aidan_FireA Offline
        Aidan_FireA Offline
        Aidan_Fire
        wrote on last edited by
        #13

        @Deeeds Attributes might as well work like Labels, you know how those work right? You can set them to a value or text and you can get them. First you have to actually give your character an attribute, which works similarly to adding a Tag to an object. When setting/getting an attribute, you should be able to enter the key name for the attribute, but I’d just press the Dynamic and change it to the other one. I can try send screenshots if you need.

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        • Aidan_FireA Aidan_Fire

          @Deeeds Attributes might as well work like Labels, you know how those work right? You can set them to a value or text and you can get them. First you have to actually give your character an attribute, which works similarly to adding a Tag to an object. When setting/getting an attribute, you should be able to enter the key name for the attribute, but I’d just press the Dynamic and change it to the other one. I can try send screenshots if you need.

          D Offline
          D Offline
          Deeeds
          wrote on last edited by
          #14

          @Aidan-Oxley @GameCRAZY have either of you tried using Attributes lately?

          I just created 2 different ones, and then searched for them in a getter, in the predefined list.

          But that list is empty. So something's broken.

          Jack de WildeJ 1 Reply Last reply
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          • D Deeeds

            @Aidan-Oxley @GameCRAZY have either of you tried using Attributes lately?

            I just created 2 different ones, and then searched for them in a getter, in the predefined list.

            But that list is empty. So something's broken.

            Jack de WildeJ Offline
            Jack de WildeJ Offline
            Jack de Wilde
            wrote on last edited by
            #15

            @Deeeds, is the behaviour selecting the same object that has the attributes? And also, you have to actually set the attribute through the editor for it to show up on the list, not through a behaviour; it's like setting a tag.

            I think GameCRAZY is describing if you want something to happen immediately when the state changes, but I'm assuming you're setting the state for later use. I think set/get attribute with a bunch of ifs is the best way for this, until we get something like switch statements.

            D 1 Reply Last reply
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            • Jack de WildeJ Jack de Wilde

              @Deeeds, is the behaviour selecting the same object that has the attributes? And also, you have to actually set the attribute through the editor for it to show up on the list, not through a behaviour; it's like setting a tag.

              I think GameCRAZY is describing if you want something to happen immediately when the state changes, but I'm assuming you're setting the state for later use. I think set/get attribute with a bunch of ifs is the best way for this, until we get something like switch statements.

              D Offline
              D Offline
              Deeeds
              wrote on last edited by
              #16

              @Jack8680 Do you mean the Scene Editor setting of attributes is required before they're initiated in the Behaviour Editor, where they're created, edited and utilised?

              If so... WHY?

              Aidan_FireA 1 Reply Last reply
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              • D Deeeds

                @Jack8680 Do you mean the Scene Editor setting of attributes is required before they're initiated in the Behaviour Editor, where they're created, edited and utilised?

                If so... WHY?

                Aidan_FireA Offline
                Aidan_FireA Offline
                Aidan_Fire
                wrote on last edited by
                #17

                @Deeeds Attributes work by setting a certain attribute of a certain object, each attribute of that object is given a key, which is then used to get and set Attributes. You can either use Predefined keys, or you can use dynamic keys where instead of selecting a key you type it in (this allows for the creating of new keys while the project is running).

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                • Aidan_FireA Aidan_Fire

                  @Deeeds Attributes work by setting a certain attribute of a certain object, each attribute of that object is given a key, which is then used to get and set Attributes. You can either use Predefined keys, or you can use dynamic keys where instead of selecting a key you type it in (this allows for the creating of new keys while the project is running).

                  D Offline
                  D Offline
                  Deeeds
                  wrote on last edited by
                  #18

                  @Aidan-Oxley Yes, I got all that, the first 3 times.

                  The problem is... they're not working in the Behaviour Editor.

                  Aidan_FireA 1 Reply Last reply
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                  • D Deeeds

                    @Aidan-Oxley Yes, I got all that, the first 3 times.

                    The problem is... they're not working in the Behaviour Editor.

                    Aidan_FireA Offline
                    Aidan_FireA Offline
                    Aidan_Fire
                    wrote on last edited by
                    #19

                    @Deeeds How are they not working? First you actually have to give the object an attribute key and default value. Best way to do this would be to just find the attributes tab when selecting the object in the scene editor, then press the plus button. After creating an attribute, if you select the object in get or set attribute, the attribute should come up in the Predefined list.

                    D 1 Reply Last reply
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                    • Aidan_FireA Aidan_Fire

                      @Deeeds How are they not working? First you actually have to give the object an attribute key and default value. Best way to do this would be to just find the attributes tab when selecting the object in the scene editor, then press the plus button. After creating an attribute, if you select the object in get or set attribute, the attribute should come up in the Predefined list.

                      D Offline
                      D Offline
                      Deeeds
                      wrote on last edited by
                      #20

                      @Aidan-Oxley Why in the Scene Editor?

                      They have no use in the Scene Editor.

                      Why this extra round trip out to the Scene Editor to "create" something that's already been created?

                      What am I missing from understanding what these things are?

                      iTap DevelopmentI MurtazaM 2 Replies Last reply
                      0
                      • D Deeeds

                        @Aidan-Oxley Why in the Scene Editor?

                        They have no use in the Scene Editor.

                        Why this extra round trip out to the Scene Editor to "create" something that's already been created?

                        What am I missing from understanding what these things are?

                        iTap DevelopmentI Offline
                        iTap DevelopmentI Offline
                        iTap Development
                        wrote on last edited by
                        #21

                        @Deeeds for predefined, create them in the scene editor, for dynamic creat them in the behavior.

                        1 Reply Last reply
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                        • D Deeeds

                          @Aidan-Oxley Why in the Scene Editor?

                          They have no use in the Scene Editor.

                          Why this extra round trip out to the Scene Editor to "create" something that's already been created?

                          What am I missing from understanding what these things are?

                          MurtazaM Offline
                          MurtazaM Offline
                          Murtaza
                          Admin
                          wrote on last edited by
                          #22

                          @Deeeds said in State Machine: Best way?:

                          @Aidan-Oxley Why in the Scene Editor?

                          They have no use in the Scene Editor.

                          Why this extra round trip out to the Scene Editor to "create" something that's already been created?

                          What am I missing from understanding what these things are?

                          You do it in the scene editor because you're giving a specified object it's own attribute or property.
                          Think of it like how each object has it's own mass. You can adjust the mass right from the main editor with out having to use a behaviour. The attributes are designed so you can do this same quick change with any custom parameter you create.

                          For example, say you create an attribute that defines the difficulty of an enemy. You can duplicate this enemy, and quickly change the difficulty with out going into the behaviours and changing anything there.

                          The ones you create inside the behaviour editor under "dynamic" are generated at runtime.

                          D 1 Reply Last reply
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                          • MurtazaM Murtaza

                            @Deeeds said in State Machine: Best way?:

                            @Aidan-Oxley Why in the Scene Editor?

                            They have no use in the Scene Editor.

                            Why this extra round trip out to the Scene Editor to "create" something that's already been created?

                            What am I missing from understanding what these things are?

                            You do it in the scene editor because you're giving a specified object it's own attribute or property.
                            Think of it like how each object has it's own mass. You can adjust the mass right from the main editor with out having to use a behaviour. The attributes are designed so you can do this same quick change with any custom parameter you create.

                            For example, say you create an attribute that defines the difficulty of an enemy. You can duplicate this enemy, and quickly change the difficulty with out going into the behaviours and changing anything there.

                            The ones you create inside the behaviour editor under "dynamic" are generated at runtime.

                            D Offline
                            D Offline
                            Deeeds
                            wrote on last edited by Deeeds
                            #23

                            @Murtaza Yes, I get the functionality, the purpose and their reasoning for existence.

                            What I don't understand is the limited design of their operability.

                            If I'm in the Behaviour Editor, where I must be to initially create and attach an attribute to an object, why can't I finish its creation and setting up, utterly, thoroughly and completely in the Behaviour Editor?

                            Why do I need to roundtrip out to the Scene Editor to complete the process? This is arbitrary restriction, and not necessary for ANY OTHER property, all of which can be adjusted inside the Behaviour Editor.

                            Take your Mass example, as an example.

                            I don't need to go out to the Scene Editor in order to access that property, I can do it in the Behaviour Editor with a Get and Set of the Mass.

                            I think the problem is the conflation of Set attribute with Create Attribute. For the sake of clarity, ease of use, separation of tasks and a sane workflow etc... perhaps there should be a "Create Attribute" behaviour and Set and Get.

                            Aidan_FireA Michael KhalfinG 2 Replies Last reply
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                            • D Deeeds

                              @Murtaza Yes, I get the functionality, the purpose and their reasoning for existence.

                              What I don't understand is the limited design of their operability.

                              If I'm in the Behaviour Editor, where I must be to initially create and attach an attribute to an object, why can't I finish its creation and setting up, utterly, thoroughly and completely in the Behaviour Editor?

                              Why do I need to roundtrip out to the Scene Editor to complete the process? This is arbitrary restriction, and not necessary for ANY OTHER property, all of which can be adjusted inside the Behaviour Editor.

                              Take your Mass example, as an example.

                              I don't need to go out to the Scene Editor in order to access that property, I can do it in the Behaviour Editor with a Get and Set of the Mass.

                              I think the problem is the conflation of Set attribute with Create Attribute. For the sake of clarity, ease of use, separation of tasks and a sane workflow etc... perhaps there should be a "Create Attribute" behaviour and Set and Get.

                              Aidan_FireA Offline
                              Aidan_FireA Offline
                              Aidan_Fire
                              wrote on last edited by Aidan_Fire
                              #24

                              @Deeeds If you use Set Attribute with a dynamic key and give it a name, when the behaviour is run and that key doesn’t exist yet it, will create a new attribute with that key. Predefined is just another option for games where you don’t want to dynamically add new keys, but you just want the key to be there from the start.

                              1 Reply Last reply
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                              • D Deeeds

                                @Murtaza Yes, I get the functionality, the purpose and their reasoning for existence.

                                What I don't understand is the limited design of their operability.

                                If I'm in the Behaviour Editor, where I must be to initially create and attach an attribute to an object, why can't I finish its creation and setting up, utterly, thoroughly and completely in the Behaviour Editor?

                                Why do I need to roundtrip out to the Scene Editor to complete the process? This is arbitrary restriction, and not necessary for ANY OTHER property, all of which can be adjusted inside the Behaviour Editor.

                                Take your Mass example, as an example.

                                I don't need to go out to the Scene Editor in order to access that property, I can do it in the Behaviour Editor with a Get and Set of the Mass.

                                I think the problem is the conflation of Set attribute with Create Attribute. For the sake of clarity, ease of use, separation of tasks and a sane workflow etc... perhaps there should be a "Create Attribute" behaviour and Set and Get.

                                Michael KhalfinG Offline
                                Michael KhalfinG Offline
                                Michael Khalfin
                                wrote on last edited by
                                #25

                                @Deeeds There is no problem. None.

                                Stop making stuff out of nothing.

                                D 1 Reply Last reply
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                                • Michael KhalfinG Michael Khalfin

                                  @Deeeds There is no problem. None.

                                  Stop making stuff out of nothing.

                                  D Offline
                                  D Offline
                                  Deeeds
                                  wrote on last edited by
                                  #26

                                  @GameCRAZY Run along.

                                  Michael KhalfinG 1 Reply Last reply
                                  -1
                                  • D Deeeds

                                    @GameCRAZY Run along.

                                    Michael KhalfinG Offline
                                    Michael KhalfinG Offline
                                    Michael Khalfin
                                    wrote on last edited by
                                    #27

                                    @Deeeds Some of us have been here since day 1, and we have submitted less "problems" than you have in one week.

                                    D 1 Reply Last reply
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                                    • Michael KhalfinG Michael Khalfin

                                      @Deeeds Some of us have been here since day 1, and we have submitted less "problems" than you have in one week.

                                      D Offline
                                      D Offline
                                      Deeeds
                                      wrote on last edited by
                                      #28

                                      @GameCRAZY If you're not going to help with my understanding of this problem, recognition of this as a problem or inconsistency or otherwise. Run along. Please.

                                      You're not helping.

                                      1 Reply Last reply
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                                      • MurtazaM Offline
                                        MurtazaM Offline
                                        Murtaza
                                        Admin
                                        wrote on last edited by
                                        #29

                                        Guys lets keep this civil.

                                        While we appreciate our passionate users trying to defend the app, we know it's not perfect.

                                        We also really appreciate the passionate users who are willing to give their feedback and information.
                                        We know hyperPad has tons of room for improvement. Somethings we couldn't do based on timing, or they rely on something else. Other features we decided not to include on purpose. But in the end when users give their feedback it really helps us prioritize, and helps us find things we missed.

                                        We're all here for the same reasons, and we all (hopefully) want hyperPad to be awesome. :).

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