Open j2l opened 5 years ago
The truth is that I really want this to be done properly in c++ and be available as a module or even a part of Godot itself. I don't know the engine well enough to pull it off the way it needs to yet. At one point there were some developers interested in implementing it properly, but not sure what happened.
On Tue, Feb 5, 2019, 2:04 PM PM <notifications@github.com wrote:
Hey, I totally love the idea of EventSheets. I used Construct2 years ago, tried GDevelop, developed with AppInventor and love Godot.
I can code in C# and gdscript, but always tend to prefer visual tools (I'm more artist than coder).
FBP (flow based programming, nodes) like VisualScript is great but misses the transition step to code. [image: image] https://user-images.githubusercontent.com/65325/52277906-73ebab00-295e-11e9-95b0-77242a94ca91.png should generate:
func _on_ToolButton_pressed(): get_tree().change_scene("res://Control.tscn") print("res://Control.tscn")
Blocky is too childish, after some hours it's turning to a nightmare too. Here's a working app I made: [image: image] https://user-images.githubusercontent.com/65325/52277977-9c73a500-295e-11e9-949c-35ebf1607a7d.png Good thing is you imagine it's a city so you can navigate on the map of code (on a 4K screen at least), but don't ask for "find", you'll get result but can't spot it.
EventSheets seems to be an elegant solution to learning code, especially if you can generate gdscript (or else) from it (and best if you can reverse generate eventSheet from code.
Ok, back to the ticket, after install on Godot 3.1beta3, I get:
ERROR: Failed loading resource: res://.import/icon_zoom_more.svg-1874876f13331383f4edb5e1ade51d88.stex At: core/io/resource_loader.cpp:279 ERROR: Failed loading resource: res://addons/event_sheets/icons/icon_zoom_more.svg At: core/io/resource_loader.cpp:279 ERROR: _load_data: Condition ' !f ' is true. returned: ERR_CANT_OPEN At: scene/resources/texture.cpp:502 ERROR: Failed loading resource: res://.import/icon_zoom_reset.svg-4b906cccc30eaad7aeb89aa15facf681.stex At: core/io/resource_loader.cpp:279 ERROR: Failed loading resource: res://addons/event_sheets/icons/icon_zoom_reset.svg At: core/io/resource_loader.cpp:279 SCRIPT ERROR: _ready: Attempt to call function 'get_parent' in base 'null instance' on a null instance. At: res://addons/event_sheets/scripts/logicCell.gd:43 ERROR: Node not found: helperMenu At: scene/main/node.cpp:1382 ERROR: Parent node is busy setting up children, add_node() failed. Consider using call_deferred("add_child", child) instead. At: scene/main/node.cpp:1170 Parsing: LINE: ERROR: Node not found: helperMenu At: scene/main/node.cpp:1382 ERROR: Parent node is busy setting up children, add_node() failed. Consider using call_deferred("add_child", child) instead. At: scene/main/node.cpp:1170
Please, please don't give up on this one.
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Ah! well, I see. Bells and whistles are everywhere but they need to focus. Once they realize that it really helps game developer who already deliver games with other tools ...
I crawled your commits but didn't find any helperMenu Node. Does it miss some parts from .import/?
Hey, I totally love the idea of EventSheets. I used Construct2 years ago, tried GDevelop, developed with AppInventor and love Godot.
I can code in C# and gdscript, but always tend to prefer visual tools (I'm more artist than coder).
FBP (flow based programming, nodes) like VisualScript is great but misses the transition step to code. should generate:
Blocky is too childish, after some hours it's turning to a nightmare too. Here's a working app I made: Good thing is you imagine it's a city so you can navigate on the map of code (on a 4K screen at least), but don't ask for "find", you'll get result but can't spot it.
EventSheets seems to be an elegant solution to learning code, especially if you can generate gdscript (or else) from it (and best if you can reverse generate eventSheet from code.
Ok, back to the ticket, after install on Godot 3.1beta3, I get:
Please, please don't give up on this one.