Re: [Gambas-user] Writing a Choose Your Own Adventure prototype

2009-04-16 Thread Doriano Blengino
jbskaggs ha scritto: I am not saying goto isnt needed at all- just that to do what he is doing it isn't. Furthermore too many goto's create spaghetti code which becomes really hard to follow. :) But I do get what your saying and I have used goto's the same way- though not in a while. For

Re: [Gambas-user] Writing a Choose Your Own Adventure prototype

2009-04-16 Thread Leonardo Miliani
Doriano Blengino ha scritto: jbskaggs ha scritto: I am not saying goto isnt needed at all- just that to do what he is doing it isn't. Furthermore too many goto's create spaghetti code which becomes really hard to follow. :) But I do get what your saying and I have used goto's the same

[Gambas-user] Writing a Choose Your Own Adventure prototype

2009-04-15 Thread Marc Carson
I want to make a short adventure game that lets users read text and look at an image that explains where they are in the story, and then lets them make a decision like, 1) get in the car or 2) run and call the police. These choices then branch into other choices, and at many points the player

Re: [Gambas-user] Writing a Choose Your Own Adventure prototype

2009-04-15 Thread nando
) Subject: Re: [Gambas-user] Writing a Choose Your Own Adventure prototype That would be really easy in Gambas! Let me give you a step by step how to do one screen and you can then change it or redo it how you like. step 1: create a form with a textbox, a picture box, and three buttons

Re: [Gambas-user] Writing a Choose Your Own Adventure prototype

2009-04-15 Thread jbskaggs
@lists.sourceforge.net Sent: Wed, 15 Apr 2009 12:39:21 -0700 (PDT) Subject: Re: [Gambas-user] Writing a Choose Your Own Adventure prototype That would be really easy in Gambas! Let me give you a step by step how to do one screen and you can then change it or redo it how you like. step 1: create