Author Topic: Events Replacement - How would you prefer?  (Read 6496 times)

I personally think the existing system works well, it just needs a way to make programming the events less tedious. I would like to see something Colten's way of writing it out. I could see a dialogue where you type in the code and then a button that applies what is in the code to the existing event editor.

When I get home, I'll start working on chrono's method.

I would like to have this new system parallel to the old one, where its a click of a button (or two) to switch between the two

I like the idea of having events turn into chunks of code rather than lines of code. Like what Colten and Chrono put.

I'd at least like this:

http://forum.blockland.us/index.php?topic=94935.0


Event Input Parameters, by Truce. He already made them, but they'd need to be default to work.

Greek, what about returntoblocklands GUI downloading? can't you put this on the server and have it download the GUI to all who enters the server? or is this one of those restricted GUIs

... but it's often a lot of work to give an inferior experience to stubborn or uninformed cretins as opposed to simply ordering them out the door like any well-to-do establishment should. ...

Really?

Get off the high horse for a moment, what you are suggesting sounds like it would make the eventing system even less accessible to new players. I'm all for making the system easier to use, but don't push new users aside just to make a more potent tool. The community doesn't need something as divisive as Wiremod.

Flowcharts would still be a good idea though.

i think that bricks should have "tags" instead of one single name.

i think that bricks should have "tags" instead of one single name.
I don't really see a difference, you would still be targeting a named brick, only the brick would have multiple names :/

What about adding, like, "Packages" you get a "New package" event in the start, you click that, it opens a new window, this is what your package will be, you only get 4 options for the package, delete, reset, name and save/close, in the rest of the window is basicly a smaller version of the main events DLG box, you place all the events you wish to use in that package, and then name it, say, "A", you also get a new event along with the package, OnActivate > Execute package [A]
« Last Edit: November 20, 2011, 10:50:13 PM by soba »

I don't really see a difference, you would still be targeting a named brick, only the brick would have multiple names :/
So you could have a brick in group one and group two.

So you can make 1 brick affected by multiple event groups.

Really?

Get off the high horse for a moment, what you are suggesting sounds like it would make the eventing system even less accessible to new players. I'm all for making the system easier to use, but don't push new users aside just to make a more potent tool. The community doesn't need something as divisive as Wiremod.
That comment is, for the most part, about making the two systems compatible with one another side-by-side. (ie, people who don't have/won't use the client mod still being able to use the system)
This would be a ridiculous amount of work only to be giving a rudimentary experience to users who don't know about or refuse to use the mod, as is always the case with anything with clientside support. There's always someone, not catering to them makes you look like an starfish and catering to them is as much work as making the mod in the first place. It's like having to code polyfills to make your javascript work in IE6.

Really?

Get off the high horse for a moment, what you are suggesting sounds like it would make the eventing system even less accessible to new players. I'm all for making the system easier to use, but don't push new users aside just to make a more potent tool. The community doesn't need something as divisive as Wiremod.
There's no reason they don't. People who don't understand it or don't want it can use the default event system, people who want to use it can install the add-on. It's funny, because using a more complex system is easier than the current system. If you just want to make a door that disappears and such then the events system is perfect. But as you get closer to making more complex things, the simplicity of the current system bites you in the ass because it becomes much more complicated to make functioning things, such as a computer. VCE and the like might make it easier, but it comes back to the current system being good for simple things but harder to navigate and make larger event projects.

Also, if Clockturn never gets around to making this then I will be making it (although if he makes it I will convince him to let me help it). It will essentially be the next generation version of VCE. The current events system is perfect for small things, but when it comes to large things its just way too hard. Scoped events, input arguments and such would make it so much easier for a lot of people. It might make it more complex, but that's why it's an optional add-on that people who need these extra features or want an easier method of making contraptions can use. It's come to the point where I can't really do anything to VCE to make it easier to make event contraptions.
« Last Edit: November 21, 2011, 12:38:04 AM by Destiny/Zack0Wack0 »

I always loved the way Enterbrain did their event system in the RPG Maker programs. Probably wouldn't be a great match with Blockland though.

There's no reason they don't. People who don't understand it or don't want it can use the default event system, people who want to use it can install the add-on. It's funny, because using a more complex system is easier than the current system. If you just want to make a door that disappears and such then the events system is perfect. But as you get closer to making more complex things, the simplicity of the current system bites you in the ass because it becomes much more complicated to make functioning things, such as a computer. VCE and the like might make it easier, but it comes back to the current system being good for simple things but harder to navigate and make larger event projects.

Also, if Clockturn never gets around to making this then I will be making it (although if he makes it I will convince him to let me help it). It will essentially be the next generation version of VCE. The current events system is perfect for small things, but when it comes to large things its just way too hard. Scoped events, input arguments and such would make it so much easier for a lot of people. It might make it more complex, but that's why it's an optional add-on that people who need these extra features or want an easier method of making contraptions can use. It's come to the point where I can't really do anything to VCE to make it easier to make event contraptions.

If you and roosterturn do start that, ill be glad to help you guys out too.