Generally, the Tuts section is a great resource full of materials for people just getting their feet wet in new programming languages, and Technical is great for discussing nifty trickery that advanced developers can use. Seems kinda tough to find a great bridge-building thing between the two, however.
Okay. So I'm at the point where I know things ranging from integers/booleans/factors or multiples, the general flow of most commands (IF THEN ELSE AND OR, Select Case, Case, etc.); data structures like lists, tables, multidimensional arrays, and indexes. I also know how to make scripts do cool things once there's a scripting algo in place; and I know things about classes and stuff on that level.
I'm just kinda choking on the steps between them - like the part where you make a syntaxed command and arguments that then reference your data structures and scripts, and then produce the systematic outputs they're designed to.
The level chunker scripting Q thread
is a perfect example of this... "missing gear" in my developer brain that really seems to be my downfall in actual production. And a lot of the project I'm working on revolves around this level of coding:
-I'm shuffling an array of player-style sprites, assigning each "role object" in the game a different spriteset based on the outcome of the shuffle.
-I'm using math to determine the range of x/y-axis for determining where everything's biomes are at; and using that to determine the internal spacing of level chunk tiles.
-I'm shuffling another array of screen themes, which will then determine each biome's hotposts, like where boss and miniboss positions are, where to find a weapon or mystery container, and even which screen is a food hideaway. This takes a few "hotspots" mapped to each level chunk/screen, and determines what kinds of objects are placed in them.
-Shuffling a list of food effects, and then having their outcome be determined by their corresponding image_index frame. Also, shuffling an array of weapon/magic pickups, and then placing them in a particular order throughout the weapons boxes.
Making and shuffling these lists and arrays, I can do. Making the objects and their behaviors, I can also (mostly?) do. (Deeper AI is probably gonna take some hit-and-miss.) What's perplexing me is how to correlate the two to get the desired outcome. And it's not just GML, that's pretty much the same wall I hit in C#, XNA, LUA, just about everything I mess with.
Are there resources around here for bridging that technical gap that is intermediate-level programming?