Loading...
382
2 years ago

A few days ago I created a system to automatically create options without the dreaded task of duplicating objects and making more code manually.


This system is simple, with list objects I create options based on global values, the list uses this "syntax" to make the option:

OptionMode.OptionTitleTextID.OptionsTextID.GlobalValueIndex.Purpose

So this is how looks like a option syntax real:

0.options_languagesTitle.options_languageOption.9.languages


I used a spreadsheet to store texts with their localisations.

afafteads.png

So this system helps me to create options quickly and easily, I can create new options without writing any code, just by adding their syntax to the list object (and adding the necessary texts in my spreadsheet).



6 comments

Loading...

Next up

His name is Tom

When you have an idea (the best idea)

Running Unity on Linux has changed my life

Play @pm-studios ' Bandit Trap Open Beta!

Grab your rocket chairs, vacuums, and toilet tornadoes! Report one more time for our final beta! Live through March 23rd 6 am CET.

Complete quests based on the game!

Play the beta: https://bit.ly/BanditTrapBeta

The Sticker Pack has been updated!

BIG NEWS: Your Bandit can wear a Game Jolt hat and shirt in Bandit Trap!

Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta

It ends on March 23rd at 6 am CET!

This may be obvious, but if not, a good way to create AI for your FNaF-like characters is to create different behaviour scripts and combine them to make a complete, functional character. Think modular.

Oblitus Casa, But Cringe!

This week's Fan Art Friday celebrates Bandit Trap! Accept the quest in your quest log to get started.

Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta

I only do this when I'm working alone, I promise