Initial learning curve

Ideas for Game Editor evolution.

Initial learning curve

Postby makslane » Fri Sep 30, 2005 12:55 am

What you think is a good thing to reduce the Game Editor learning curve?
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Postby willg101 » Fri Sep 30, 2005 1:01 am

Well, when I first came(and still now), the biggest part was how to script; I never have dealt with scripting this deep before and all the terms were(and some still are) totally new. I guess I don't know exactly what would reduce this learning curve, I learn best with examples, but that's just me.
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Postby Joshua Worth » Fri Sep 30, 2005 1:07 am

learning scripting is a good thing. Some time you might come to something that needs that skill
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Postby makslane » Fri Sep 30, 2005 1:44 am

What's the problem with scripts: learn syntax? things like "= or ==" in if statements?
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Postby BeyondtheTech » Fri Sep 30, 2005 3:18 am

I'm thinking a Flash or video introduction.

I'd be willing to host it, if someone could come up with one!
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Postby Novice » Fri Sep 30, 2005 8:29 am

Examples of using script would shorten it. And script functions should be explained a litle more in help.
Why do i always get stuck?
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Postby willg101 » Fri Sep 30, 2005 9:58 pm

I'm saying using functions, like I still dont get most of the puncuation or anything. When there's a function say maybe exampleFunction(stuffHere, moreStuffHere) I don't get how to use that unless GE shows me first. I'm not saying learning script is a bad thing either, I'm just saying it's hard for me to get a grasp on things like functions and arrays. But the forum is soo supportive that it's hardly a problem for me anymore. Besides, I really should get back to my C++ studies, anyway.

If I were to see an example of most script codes, which I know is unrealistic anyways, I would get a lot better at script.
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Postby Parrot » Fri Sep 30, 2005 10:23 pm

I think it might help if the manual was put together better. I find that it's a little cumbersome to navigate right now.

My apologies for mentioning a competing product, but Game Maker has a nice setup for it's manual. I think the tree structure for categories and sub-categories is necessary for good usability, and a search function is crucial for people who want to look up information quickly.

Also the tutorials could be improved. Have you ever seen the types of tutorials made by Viewlet Builder? That's how animated tutorials should be set up. Rather than taking control of the real mouse cursor, a dummy one is displayed on the page. And the user has the option to pause, rewind, and fastforward at will. I can set up a demonstration for you if you like.

Your "pause until the mouse moves" concept is a little counter intuitive, and it doesn't always work. Sometimes I have to exagerate my motions to get it to recognize that the mouse has actually moved.
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Postby makslane » Sat Oct 01, 2005 12:28 am

willg101 wrote:When there's a function say maybe exampleFunction(stuffHere, moreStuffHere) I don't get how to use that unless GE shows me first.


Are you using the list functions to open the function panel?
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Postby willg101 » Sat Oct 01, 2005 2:00 am

Sorry! I'm not quite used to (most of) the new function interfaces, so I just came here to tell how much they've improved![I just saw them today since I don't typically script more than x, y, and velocity]

I still can't get the getTime to work, but otherwise, the rest of my problems are disappearing!

GE keeps getting better, and scripting is really evolving rapidly!!!
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Postby ken tankerous » Sat Oct 01, 2005 3:09 am

More scripting tutorials, not so much on syntax, but usage. As much as I like the running tutorials included, I’d like to see a printable format. Also some type of searchable help file would be nice. It would also help if the script editor was a bit more customizable (i.e. changeable font size, colors etc.) – I seem to struggle with this part the most while learning to use GE.

One more thing, maybe I’ve just missed this, but a web based code/script resource would be fantastic.

Thanks for all your hard work
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Postby willg101 » Sat Oct 01, 2005 12:46 pm

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Postby willg101 » Sat Oct 01, 2005 12:51 pm

And by the way, I got getTime time working!
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Re: Initial learning curve

Postby jazz_e_bob » Sun Oct 02, 2005 3:09 pm

makslane wrote:What you think is a good thing to reduce the Game Editor learning curve?


More coffee. :wink:
Controlling complexity is the essence of computer programming.
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Postby marathon332 » Sun Oct 02, 2005 3:29 pm

I think you need to show more example usages of script commands in the reference showing common applications of each script function.

For example, how to scroll a background or how to use an activation event.

To go along with that, you should have lots and lots of demo project files that clearly show how things are done. And they should be liberally commented.

If this was the case, I think you'd reduce the learning curve dramatically.

I'm a paid Flash Actionscript developer and I taught myself everything I know through this method using example files from places like FlashKit.com and Macromedia.com

--Steve
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