Comments (22)
so if i want 3 or 4 options do i set them to if else/ else/ else?
i still see "character name"
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hi ok so im confusing myself! whats great about your software is the visual blocks which help me learn, can you post a screen shot of how a working example looks (so player can have like 3 choices within a menu) thank you..
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hi thanks yes NES would be fun addition. OK, please correct me i have character named "information" before menu, but doesnt show up (yet).. thanks...
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hi is there a limit of images(in the editor?) I can seem to scroll to get to the other photos in the bg folder from editr)
thanks
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Hello, you are trying to create a new block with the functionality you need, or just trying to use an existing block?
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hi here is how it looks now... Im also doing something else wrong because the other choices 3 and 5 dont seem to work when i press the numbers 3 / 5...
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Since "choices" is a numeric variable, it can only have a single value, so, if you set it to 3, then set it to 5, it will always keep the last value you set, so, in the example above:
set choices to 3
set choices to 5
if choices = 3:
say "go on"
if choices = 5:
say "go on2"
In the example above, it will always say "go on2", because it will set "choices" to 3, then, without doing anything else, it will set "choices" do 5, and only then it will execute the two "ifs "; since "choices" will be 5 by the time the "ifs" are reached, only the expression from the second if will be evaluated as true.
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Every menu option must be added inside the "menu" block. If you want to have 3 or 4 options, they will have to be added inside the "menu" block; you can combine them with if/else, if you want, but this if/else also has to be inside the menu block.
You have to set the character name before calling the menu, or else, it will use the last character name that was used, wich means that if you didn't call the "character" block even once before opening the menu, it will use the default value, which is, literally, "character name"
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Okay, I will try to make an example later.
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Okay, here's an example with 5 menu options.
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hi thank you it's working! still not sure where to define character name (have another graphic screenshot) but i have a start now.. i mayve mentioned this but a suggestion is not have the options black box take up the whole width.
PS any plans for NES (as unity 8bit does that) anyway i like your software I will keep exploring :)
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Hello,
In order to set the character name, you have to add the "Character" block before the menu.
As for NES, good call, I didn't notice they had added support for that platform
#23
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Interesting... there really seems to be a bug with the character name block; it should be updating the name, but isn't...
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got it. keep up the nice work! Ill keep exploring the engine :)
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Hello, again;
No,there is no limit of images in the editor, but there does seem to be a bug where the image selection pop-up isn't correctly handling the large amount of options...
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yes sir! I keep lookin fwd to updates as your engine is easy to use :) thanks!
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Hello, again, I fixed the bug with the image list:
You can get the new version from here:
https://github.com/haroldo-ok/BlocklyVN8bit/releases/download/v0.2.3/BlocklyVN8bit-0.2.3.7z
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Okay, the character name bug has been fixed, too:
https://github.com/haroldo-ok/BlocklyVN8bit/releases/tag/v0.2.5
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Related Issues (20)
- Implement support for NES
- Problem when selecting between a large amount of images HOT 6
- thanks, its been a while, I downloaded new version but "Failed to run emulator!" how do i connect it again? Im tryn to run as c64
- Fix handling of non-alphanumeric characters on image file names. HOT 14
- Add option to go back to the main menu at any time
- Apparent memory leakage when updating background image over and over HOT 6
- Implement support for choosing font
- Error while executing multiple `say` commands.
- Implement support for music.
- Allow to customize how the position at which the menu is rendered
- finishing game! HOT 12
- Handle subfolder inside `zip` when importing a project
- Project import is not working correctly if the `zip` file contains empty directories
- Before opening a project or compile, create the required directories if they are missing
- When some error occurs during file copying during compilation, the errors are not being registered on the user's log window.
- On compilation, check for missing image files and give a clear error message if it happens.
- On compilation, handle `jpg` image files.
- When loading a project, correct image paths on the image selection blocks
- music? HOT 2
- Create an instruction manual
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