Game Builder Garage [Demo] -- (Extra) Alice's Guide: Opening Fire with the Launch-Object Nodon

Game Builder Garage [Demo] -- (Extra) Alice's Guide: Opening Fire with the Launch-Object Nodon

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Duration: 6:04
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You may fire at will! N-no! I'm not "Will," I'm:
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Alice's Guide
Opening Fire with the Launch-Object Nodon

Okay, last time got... a little heavy, actually. I don't know what came over me, because I just wanted to talk about something SIMPLE like objects and their properties! ... ... ...okay, fine, it's demonstrably true that there's nothing especially simple about that concept, even though the implications and applications of such an endeavor are strictly utilitarian for our needs and interests...

I will attempt to behave myself this time. (Attempt!)

So then, let's talk about something concrete... game-oriented... let's SHOOT SOMETHING! Doesn't get much more basic a concept than that, right? (Wellllll~! --NO! That's enough out of you! We're going to do this Alice's way! Technicalities stowed, let's keep it simple, stupid!)

As we enter the scene, we're greeted by boxes. Marching boxes! So many boxes! As far as the eye can see! Until they are gone from sight and therefore no longer our concern. Neat! This seems somewhat familiar, though, doesn't it?

Aha! It's our good, yell-filled friend the Launch-Object Nodon! It sure is good to love one's own work and be incurably enthusiastic about it! I had a feeling this particular prefab fab little fellow would be popular among the gaming world's fanatics. Naturally! Video games are all about making stuff touch other stuff, and no more directly indirect fashion than bombastically bombarding the world as we see it with such!

Of course, we can always change the object, if boxes are a little too blocky for your launch aspirations. I mentioned before that it seemed a bit simplistic that it's only limited to such choices, but I feel as though... if we're merely contemplating the physical act, as this is clearly a physics-oriented object... those choices should certainly do fine for the simplest of possible projectile motion. Besides, surely it shouldn't surprise you that there are all manner of tricky options to disguise such simplicity with overly ornate set dressing...

Besides, will you look at all these properties! --NO! QUIET YOU! We're going to stick to the lesson and not get dragged deep down into the "what if" and "maybe" and other purely hypothetical hogwash. How on earth are you meant to learn something useful if you don't just get your hands a little messy and dive into the concrete nature of the situation?

Let's see, we can change speed, interval, direction. Yes, these are all fine and fairly self-evident little tricks. Certainly concrete enough details to keep us entertained and our imaginations churning out the possible implications.

(I'd like to take a moment to burst in and point out that we can see the shadows disappearing not too far along the upward path, such that we can see them being culled from existence as they exit our small area of concern and consideration. BUT THAT'S NOT IMPORTANT. Please don't let me yell at myself more for noticing such irrelevant things!)

Wait... did this simple-minded and loud-mouthed little Nodon just say... "bespoke"? I didn't know Digital Foundry was invited to this lesson!

... ... ...

...that's... very interesting, at any rate. And more than a little confusing. Especially since the goal here is to teach programming in a simple and straightforward fashion. Now we need a vocabulary lesson?!

I mean, I guess it's technically not a problem for this guy to say such a thing. He's making projectiles. Just for you! You tell him what you want launched and how and where, and he'll do it. Exactly to your specifications. No more, and no less. Bespoke!

Now wasn't that fun?!

But wait, the fun's just beginning... now we're going to jam something we learned previously into this little party... now we're considering launches based on button presses! (Good save, Launcher! Distract us with more player-oriented game-craving curiosities!)

This is actually certain to have countless applications and implications, so it's a good thing to explore. And then that exploration is pretty straightforward, and we're going to avoid getting sidetracked beyond the obvious and minimalist explanations. Nice job, Alice! (Teach me your ways of being detailed, but remaining direct!)

The only thing I'll point out as an outside observer of the lesson as completed by a past version of myself... it would appear that this interaction merely creates a condition for the individual firing ignitions to activate. The existing properties we already put into place merely constitute a maximum rate control.

But at least surely SEEMS like it's responding to the actual PRESS of the button, not what happens after that... what if it's held down?! Is there any hope of achieving the maximum output of before unless we use a turbo-type controller?! Cheating at games built in a garage?!




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