please post any issues you've had where either you had no way to pick something the way you wanted to, or where you needed to use the object/family hack or the double family hack. this can include situations where the solution included creating a new private variable just for the sake of helping you pick, where the private variable served no other purpose.
when i've made a reasonable amount of headway on my game project, and updated custom controls, i will be making a new multipurpose plugin.
so this is also the place to post suggestions
im on break at work, so ill try to explain briefly.
first, wherever i say arrays, that means arrays, stacks or queues.
it will provide:(if it all works out)
strings and numbers(separate from private and global variables, this will make sense in a minute)
a way to create arrays of objects, that can be picked by index.
and create families and containers which contain any combination of objects strings, numbers, arrays, and other families
objects in arrays can be accessed by index, or by traditional picking means of course...anywho:
EDIT: what I had here before very confusing, so I will post my more rational example from later in this thread:
[quote:2jymb8fn]the idea of the family and the arrays are separate
you can add several things to a family, and they aren't thought of in any particular order
they are just together
like a regular family or container
you can also have an array
this is ordered, you can add stuff to the top or bottom, remove stuff from the top or bottom
you will probably be able to do this to the middle as well, but I need to test the efficiency
you can put arrays inside families, and you can have arrays of families
you could create a family called 'item'
[item]
sprite object of item
string object's name
number for the repair level of the object
you can access it all as if it were one thing, the commands will be different than with private variables, but you will be able to access the name as if it were part of the item
if item sprite collides blah blah blah
and item name is "sword"
-1 from item repair level
you could make an array of 'item's called 'inventory'
and then access them by 'name' inside 'item'
by an index in the array
and you can pop or push them to the bottom or top of a stack
then you can make another family called 'character'
[character]
string for name
number for hit points
inventory (the array of items)
then you can create an array of 'characters' called 'party'
as I said before, you'd be able to create a random group of objects and put together families randomly for one time use
like remembering a group of objects a character encountered,
or a list of coordinates
but this is an example of how it could be used more powerfully through organization
and solidly defined containers
using the stacks and queues are like arrays that you only about the top or bottom of
a queue is like a line at a grocery store
the person who got there first, will leave first, and they are gone, no longer part of the line
a stack is like a stack of books, the book you placed last on top, is the first one you will remove, then no longer part of the stack
I'd like to make this fully flexible, where all arrays can be used as stacks, queues, or arrays at any time, and you don't need to think about the terminology, just add, or remove, or get, or pick from front or back.
but examples of uses can be:
having an AI character go to one location at a time, or attack one character at a time, and move on to the next when the last one is done,
have a list of functions (Strings), and then call the functions in the order they were received, if a new high priority function comes along, it can be added to the bottom of the array (used as a queue). when a function is done, it is removed, and with no loops or commands, the next function is ready to be called with no separate command to do so.
a third use would be a multiple targeting system, where pressing a key locks on to the next thing
this is already possible, but could be much simpler with something like this
remember also, that this isn't just for stable organized objects
you can create a random list of random objects to save in a group to remember at any time for later use
the idea here is to fill in any remaining gaps that the normal family/container/pairer/picking built into construct can't do, or could be easier. combined with the stuff that's already there