Hi there, oh mighty Keepers of Wisdom & Knowledge.
To get the hang of Flowlab I thought I start by making a little dice game, hands on challenges are always the best to learn.
I have no problems to set up the animations or to spawn the dice, BUT … I need some good pointers how to do it right so that I can actually access the different dice results.
In a ‘scripted’ world I would have probably used an array to store the results and looped through it to get what I need. Any examples out there to point me in the right direction?
I am used to scripting, but this is the first time I use a flow based system. I see it requires a completely different approach, so my apologies in advance
My initial idea was to ‘somehow’ look through the dice thrown and to action accordingly. I have a suspicions it won’t be that easy and might have to create multiple levels for the different outcomes.
I still have not found a way to store the dice results in some kind of array or list. The problem is, I can’t evaluate the result as each dice is thrown, the 5 might show up before the 6. SO I somehow need to be able to look ‘back’ to previous results (I hope I make sense).
Reminds me, I have seen someone using the Evaluation block to print out characters one by one out of a list. Looks like he fell back to scripting there
Thanks for looking into this, by what I have seen so far Flowlab is such a great product with enormous potential. Great Job.
Ufff … @grazer , I so hope at some stage custom variables, lists or arrays will be available Would open up so many new game play options, Card games, board games, dice games dreaming
Investigating other games that tried to do the same I see I would end up with behaviour pages that cover half a square mile horror if I have to fake a table using the available functions.
Not given up yet, question, is there an easy way to see what animation frame the object is at? That way I could use a proximity ‘scanner’ to go over my dice as often as I please and evaluate the results.
Maybe a nice option to add to the ‘Extract’ block?
Hey @TinkerSmith - the embarrassing truth is that there is really not a good way to track and manipulate lists of data like that.
I have some things planned that might make it a bit easier, but your best bet right now would probably be to have the dice send their scores to a central score object that compares the dice and removes the ones that are found, probably by sending them a “found” message back that triggers a Destroy block.
So far it only picks the 5 and 4 in the same roll when they appear AFTER the 6. I guess I could get away with it if I would delay their messages to make sure the 6 gets evaluated first. Too tired now but I will try later
Tell me about those ‘things’ that might make it easier, as mentioned my final game idea would involve 13 dice, LOL, that would be a nightmare this way
Still just the interface test, rules and multiplayer to be done.
And for sure I have to change the Gfx, the FF theme was for fun. Just give you an idea