Feature Request: Each and Reach in Scores
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Makes a simple score event repeater and case switch:
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Each 10,000 points, add a bomb
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Each 25,000 points, add an extra life
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Reach 75,000 points, add a new type of shield
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Reach 200,000 points, Play Audience Sound
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• Each :
A timer should divide the score into intervals, then have the decimals be taken off. (Use modulus and then subtract.) When the product (Output) has increased by one, the events can be triggered every interval.
• Reach :
Maybe a timer triggering a bundle of conditional behaviors?
Once the condition(s) has been reached, it should turn off the conditional behavior to prevent it being repeated. -
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Hmmmm... Try an another text counting the score, and when it reaches the target, it triggers an event and resets to zero. The score on an another text still has the original score.
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@robinsonx you're attempting to describe a workaround?
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@robinsonx Conditionals are broken (at worst) unreliable (at best). Text isn't efficient or performant because bitmap fonts don't work (at all).
All of which is besides the point I'm making. A point I thought was obvious:
Each is a common functionality of games, as is reach. Score behaviours are a logical and easy place to add this simple, easy to use, self explanatory, elegant and low code abstraction mechanism. And this is better than using classic conditionals and cases in a visual environment, whilst providing most of their functionality. And Score Behaviours are part way to realising this, already.
This methodology and design requires less of the developer, documentarian and users in terms of adoption, conception, creation, curation and iteration than all other alternatives, whilst matching how these things are considered and described in common English and getting near full enum-like functionality of classic case/switch tooling, plus looping "for free".
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@deeeds As for each, every time you get the score divide by the number you are trying to reach. Use modulus, and only trigger when there is n remainder.
For reach, every time you should output that score as an attribute. Get the attribute. If it is is less than the desired amount, add 1. If has reached the desired amount, trigger the reward.
It works perfectly in the game I am making.
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@gamecrazy Not the point I'm making. I'm not discussing work arounds. I'm making a feature request for the reasons stated, and others.
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@deeeds I am not going to argue again... But wouldn't you rather the developers worked on things you cannot do yet.
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@gamecrazy said in Feature Request: Each and Reach in Scores:
@deeeds I am not going to argue again... But wouldn't you rather the developers worked on things you cannot do yet.
Personally, I’d like to see the app work correctly before adding any features, so new users don’t go through any unnecessary disappointment.
Starting with the big ones:
Fix the Cocos2d loop issues so plugged in battery drain, crashing, irregular performance and cumulative decrepidness disappear.
Get all image importing and usage working (sprite sequences, sprite sheets and bitmap fonts all currently completely broken, etc...)
Fix conditionals.
What’s you pet peeve of existing bugs?
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@deeeds I am all for fixing bugs. But what you mentioned is not a bug.
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@gamecrazy Not the point I'm making. I'm not discussing work arounds. I'm making a feature request for the reasons stated, and others.