Duplicate event sheet

Discussion and feedback on Construct 2

Post » Sun Aug 12, 2012 2:33 pm

@LintuSotaRauha - I disagree. I think you would be teaching a bad practice right away - copying and pasting code should be avoided in all programming languages, including C2 events and javascript.

Some better ideas:
- toggle events to enable/disable them
- use separate event groups and enable/disable them
- save a backup of your entire project, mess around with it, then either keep it or revert to the backupAshley2012-08-12 14:33:59
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Post » Mon Aug 13, 2012 2:45 am

[QUOTE=Ashley]save a backup of your entire project, mess around with it, then either keep it or revert to the backup[/QUOTE]
Maybe this would even be a good opportunity to teach the basic usage of some revision control through some form of source repository; far too many beginning programmers -- and let's not fool ourselves that putting together events and sorting out logic isn't at it's core the same process as "normal" programming -- are never exposed to or taught about the many wonderful tools they can and should be using to improve the development experience. Teach them how to check-in changes and roll back broken updates from a repository!
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Post » Sun Aug 19, 2012 5:14 pm

I disagree to your thinking of messing around.

That is what I mean. Young people starting to discover the computer beyond chatting dont know about handling an interface at all.
Starting to make a mess in purpose would make everything worse.

U must know that I agree with you if there are only people handling new programs very well and fast. But thats not happening at all. You can not expect people to know the interface just like that. I needed to learn it as well. Try to teach your grand grandma Construct 2. You will know what I mean.
Especially when they dont know programming, thats why they have chosen Construct 2, they dont like to have a mess. They need to know where to look. Otherwise this program is frustrating them to much that they just dont like to use it.

Even if they managed to overcome a mess and still had an overview of the mess, it is not necessary to copy the entire project. Then you make a mess in your files. This is like you want a mess in you whole computer. Because of some graphic projects, I know what I mean. It will happen that you just loose the latest version of a project.
I dont think that many people would agree to that. Especially when people are used to use programs like Photoshop where you just copy a layer and try out stuffs in one picture. Also to copy the events of an entire sheet bit by bit is taking a lot of time = frustrating.

I dont think that this is a special thing about teaching some kids.
I think this can help people trying out a new program and trying to make a game without program knowledge.LintuSotaRauha2012-08-19 17:16:49
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Post » Sun Aug 19, 2012 8:23 pm

[QUOTE=LintuSotaRauha] I disagree to your thinking of messing around.[/quote]
Though, empiric discovery and experimentation in C2 are highly advised and rarely penalised as long as you stick to good practices.

[quote]That is what I mean. Young people starting to discover the computer beyond chatting dont know about handling an interface at all.
Starting to make a mess in purpose would make everything worse.
[...] You can not expect people to know the interface just like that. I needed to learn it as well. Try to teach your grand grandma Construct 2. You will know what I mean.

Especially when they dont know programming, thats why they have chosen Construct 2, they dont like to have a mess. They need to know where to look. Otherwise this program is frustrating them to much that they just dont like to use it.
[/quote]
It's the teacher's role to accompany the student in its discovery of the interface/programming.

[quote]Even if they managed to overcome a mess and still had an overview of the mess, it is not necessary to copy the entire project. Then you make a mess in your files. This is like you want a mess in you whole computer. Because of some graphic projects, I know what I mean. It will happen that you just loose the latest version of a project.[/quote]
Having logic and rigour and a good organisation of your saved files shouldn't result in losing files, or else, once again, there is some wrong practice going on somewhere.
If you save on a regular basis new capx files, with clearly a different name, nothing like that should happen.


[quote]I dont think that many people would agree to that. Especially when people are used to use programs like Photoshop where you just copy a layer and try out stuffs in one picture.[/quote][/quote]
Construct 2 allow you to quickly test stuff in layouts/layers as well.
But ultimately, comparing photoshop and C2 is compraing two not comparable things as those are two different softwares with two different goals, requiring two different workflows.
You don't need to pay the same attention to the same things in code as in an image you're making.

[quote]Also to copy the events of an entire sheet bit by bit is taking a lot of time = frustrating.[/quote]
Once again, you shouldn't be copying entire sheets. It's not exactly clear what you're referring to, but it seems to me there's some missed point here.

[quote]I dont think that this is a special thing about teaching some kids.
I think this can help people trying out a new program and trying to make a game without program knowledge.[/QUOTE]

Having no programming knowledge doesn't prevent from being rigorous, and actually the good thing with C2 is that you slowly learn how to program in a "none boring" way.
But still it is programming, and the teacher needs to be able to pass those basics and be able to frame the experimentations of its students when needed. Programming is demanding and you have to have some idea of what you're doing, or else indeed, your project might end up a mess.

Experimentations are to be directed by the teacher, even if the student doesn't see/feel it clearly.
And this goes for elder as younger people.
Once people have some basic understanding of programming, then they can be "released" and free to experiment in their own ways.
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Post » Sun Sep 06, 2015 11:20 am

I found if something won't load from one event sheet it's better to try and work off another sheet when using include. I don't why it worked, but that was my solution when the event sheet didn't load or work with the include.

@AarongamerX 's tut also helped.
https://www.scirra.com/tutorials/377/us ... le-layouts
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Post » Sun Sep 06, 2015 3:54 pm

If it was easier to write events as "custom behaviors" that you can apply/stack on multiple objects (and object types) as has been requested/suggested/begged for over the past few years then I would never need to duplicate event sheets :)
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Post » Tue Sep 08, 2015 12:51 am

Jayjay wrote:If it was easier to write events as "custom behaviors" that you can apply/stack on multiple objects (and object types) as has been requested/suggested/begged for over the past few years then I would never need to duplicate event sheets :)


It would be good, but it would require to change workflow. And currently, really, you can do it, buy having dedicated event sheets, include them, with some conditions and it's almost the same.
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Post » Tue Sep 08, 2015 2:19 am

@megatronx it's almost possible, but families in their current form + containers just doesn't cover all the situations well enough to reduce my code, so it's pretty much one sheet per enemy graphic and even then I'm having glitches with multiple enemies using the same code, just not quite 100%.
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Post » Tue Sep 08, 2015 10:27 am

Jayjay wrote:@megatronx it's almost possible, but families in their current form + containers just doesn't cover all the situations well enough to reduce my code, so it's pretty much one sheet per enemy graphic and even then I'm having glitches with multiple enemies using the same code, just not quite 100%.


Yes, it can get problematic when a lot of units are using same events. However, make sure it is not a problem with your code. I say that because I had 100 of minions walking back and forth, all using same events, and for first few days I was battling with code, as on occasions they'd stop at the node, and not turn back and move. But, after several changes it all started working almost perfectly; almost because timer would not be precise, so some would move after longer time period then they were suppose to ( ease to check, seeing distances between minions becoming tighter ), which is a shame. But it worked in the end. I was only using platform and timer behaviors.
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