I'm having trouble developing my games any further in GE because of the walls get puts up between my codes. Accessing script by script in menus, with a small script window, it just not working out.
Here's 2 ways to explain what I mean:
1. My new TD game in java is 3,440 lines of code. Can you imagine trying to navigate that A. without a search function and B. having the code segmented with multiple navigations required to even see a portion of code? Let's suppose that half of that code is replicating what ge already does - mouseover events, running lists of actors, display. That's still 1700 lines of code to navigate in probably about 200 different pieces.
2. When i test my java game, I perform this list of actions:
1. Click Run
2. Press esc
and i'm back to my code to change it and test again.
Let's navigate that 2 step process in ge:
1. Add script
2. Immediate action
3. Game mode
4. esc
5. script
6. global code
7. select code
8. scroll to code.
that's 6 clicks, a keypress, and some scrolling just to get back to my code. We're talking hundreds of times in a day of programming, hundreds of times i must perform these actions.
What i need is all of my code in some larger editor, separated by no more than tabs with actor/code location names on them, or inserted headings describing the location (such as the Wiki page uses when editing it).
I can't count how many lines of code Defenders of Avalon has - it's probably in the neighborhood of 2000 lines. The game plays exactly the way i want it to - like a professional arcade shooter. It doesn't crash, the music doesn't crackle, everything times perfectly. I can easily edit the startup values to change the timing/difficulty/order of the level.
I can dump a different data folder in to replay the level as a completely different level. Everything is there to finish this game!
Except adding new code! When i designed this game, i used actors with code in draw actor, but to redesign it to make adding new levels, i move all their codes to global scripts - so that i can manage the actor types better, and prevent having to rewrite code...and now i'm stuck with this slow editing process. When trying to design a boss, who has many different attack modes and movements, one needs to make it interesting - to make the boss lively. But instead i struggle just to make him finish a set of routines in the right order. Editing with this method is almost like playing piano by mail.
GE is storing all of the code i've typed in somewhere....why can't we just grab it all and throw it to a script editor window? A resizable, searchable editor window.
If your Visual Studio, or whatever tool you use to make and edit Game Editor - if that worked the way that GE works, could you build GE with it?