How to make an Array?
Quote from MrTwoVideoCards on May 11, 2011, 2:15 amInstead, why not have two buttons? I am sure that having two buttons would better communicate that based on their location against one another cause a panel to rotate either left or right.
Instead, why not have two buttons? I am sure that having two buttons would better communicate that based on their location against one another cause a panel to rotate either left or right.
Quote from Hober on May 11, 2011, 4:24 pmMrTwoVideoCards wrote:Instead, why not have two buttons? I am sure that having two buttons would better communicate that based on their location against one another cause a panel to rotate either left or right.This. From an HCI perspective, having buttons that do single things is much more discoverable and clear from a player's perspective.
Second, two buttons with two states is essentially a two-bit number, which lets you count to four. I knew this computer science degree would come in handy eventually...
This. From an HCI perspective, having buttons that do single things is much more discoverable and clear from a player's perspective.
Second, two buttons with two states is essentially a two-bit number, which lets you count to four. I knew this computer science degree would come in handy eventually...
Quote from Applzor on May 12, 2011, 3:18 amUsing 2 switches would be fine. I think atm I'm just want to be able to make it work because I'm stubborn and refuse to be defeated... also a great way to learn the workings of hammer
Using 2 switches would be fine. I think atm I'm just want to be able to make it work because I'm stubborn and refuse to be defeated... also a great way to learn the workings of hammer
Quote from MrTwoVideoCards on May 12, 2011, 3:26 am@Hober. Lol
But yeah man for reals, froma gameplay perspective thats ALWAYS a must. Goals and elements need to be extremely clear on how they function. You want the player to solve the puzzle, not solve how your entities work.
@Hober. Lol
But yeah man for reals, froma gameplay perspective thats ALWAYS a must. Goals and elements need to be extremely clear on how they function. You want the player to solve the puzzle, not solve how your entities work.