Dtroid wrote:After the person sets the "Sleep" function,it starts all over again,to make some more triggers- "sentences". In the above example,the sentence is,"Sleep for 30 frames",which was made using all checkboxes,which is definitely much simpler than the original LLLD,which involves variables,symbols,and other stuff. Besides,this method of making triggers requires only a knowledge of English,and of course,checking boxes,not like the one which we use today,which involves a tutorial and knowledge of other things,too. Basically,this method is like "Give a command the way you ask someone to do something,and the LL LD just does it". You don't have to learn anything else except English. If the person wants no more triggers,he can just leave the new main triggercheckboxes blank.
I beg your pardon? How is that any different from the variable system(s)? You don't like variables, I get it, but this doesn't fix that. You want to know why? Because that very example of you making a sleep function uses a variable. When the editor gives you a blank box to insert a number, like enemy HP, sleep time, colors, or anything similar, that is a variable. Call me crazy if I'm wrong. The very definitions of a variable are, to quote dictionary.com
10. Mathematics, Computers.
a. a quantity or function that may assume any given value or set of values.
b. a symbol that represents this.
Ergo this still uses variables since that sleep function could be any number from the set of positive whole numbers which are {1, 2, 3, 4, ...}. As far as assigned variables go, like, achv1mem, or g_achv1--variables I've used in the past--that's just a matter of knowing which does which and how it works. If you wanted to make a person say one of two different things because you picked up an item--for now "Bill"--how would you do it? You would need for that person know when you have Bill in your inventory. Because there is no inventory, a variable substitutes by simply being a way of letting the game know you own Bill. Actual games keep track of items by either assigning an item variable to inventory slot variable, which then lets you access item y, or it sets a flag for item variable if all that is important is that you own it in the first place. Thus, even if there was an inventory system, it would still be variable based, because all Memory is one big pile of variables. It would be a bit more convenient I won't deny it, but it would just be less obvious that they were variables. Ask me via PM if you want, I'll do my best to explain how the current variables works.
As for actual suggestions, I would like to know if a music editor would be impossible. We'd obviously be restricted to the in-game sound font, but I wouldn't mind using the in-game instruments to make my own custom tracks. Edit: Would it be unreasonable to ask for particle effects like dust?