Dev,
I have a table (read only) called scoreTable = { 5, 5 ,5, 25, 40 ,50} on the server. I want to deliver this table to each of the clients on game ready event. I thought the ‘hook’ would be the place to do that, but I was not clear on the instructions that are on the ace site(I did read them).
I tried putting this table ‘scoreTable’ in the game_objects table in config file, and I can access that table on the server just as the instructs say to. But that is not the problem.
I want to send that table info to the clients on ‘gameready’. If I leave that table in the game_objects table, any calls to Ace.debug on the client does not show that table. And I cannot find any client side API call that will pull that table. If i put that table in game_state, Ace.debug on client of course shows gstate table, but not the scoreTable. Can I not embed tables in the game_state table?
What might be best for sending this scoreTable to the clients on ‘gameready’?
I would prefer to keep it out of game_state table, as I think that table should be as small as possible, since it gets sent to the clients often.
Regarding the editor on the server. It is great. But I was wondering, when I leave the game module to look at the output log or to go to the config module, and return to game module, it always puts me at the top of the module. Can you have it so cursor position is saved when moving between the modules and the output screen?
New Modules, the way I read the instructions on this, it is just new game modules that can be created; how would I create a new module in my present game (to break the code down into manageable files), and then ‘require’ the module into my game module… like I do in my corona projects?
When I first started testing Ace, there were 2 plugins that were instructed to be put in build.settings, but since the start you provided the ace plugin, should I remove those original 2 plugins from build.settings?
Thanks
Bob