Oh, nice idea. A video is much easier to understand than just text alone.
However, even though you say this is for ultimate beginners, the very first thing you explain is how to use tasks. Shots built in Tasks aren't as easy to understand as shots built in the Mainloop, it's better to explain the simplest way first, then work your way to tasks.
...Is much easier to understand for new people than that long wall of text you used to build the task.
I think Lesson 1 should explain this ^ and basic variable use first.
Tasks would be nice for a 3rd lesson or something.
You are correct. I first planned to introduce it with the MainLoop but then I changed my mind. But because this immediately involves the 'wait function.' it would be wrong to focus on 'if(frame==60)' method. I also don't claim this is THE best way. It is just an alternative way for scripting. The whole idea is to give beginners an overview of their code and using the counting variable can be confusing when you extend your script with more things (especially people with no programming background, it requires more explanation for what). And this is where tasks ( in my opinion ) prevail against the classic counting method. The pure sense overview.
An interesting debate I would like to have with people, as I know, very few script with the tasking method.
Also, why no circle around the 9 of 90 degrees? :<
Avoiding the cliche =P
Also, I forgot to explain perhaps more basic stuff such as the x,y layout of the field and the exact explanation for all directions in danmakufu. But I plan to tackle those with smaller tutorials. This was probably the largest so far. What I plan next for each tutorial is a series of stand-alone.
I dont want to make a tutorial where you like start with lesson 1 and HAVE to follow them in order to reach something. That is extremely boring imo and would kill the fun. So to keep it flexible I will make stand-alone tutorials which act two ways; contintuation of the previous and standalone info. The following is planned:
- Enemy appearance (sprites)
- Enemy movement
- Background
- Advanced bullets (CreateLaser01, CreateLaserA, CreateShotA etc. . )
- Sfx and music
Then I will probably take it into some serious spellcard creating. Like combining all above to create a functional spellcard. Which will all together form the basics.
note how I left out more advanced techniques like object bullets, dialogues, plural, advanced effects. Because they are not needed yet.