How do you deal with 100s of objects?

lightwriter
21 Jun 2015, 22:03
I hate having 100s of objects in the list of objects, especially since, I don't need to really use many of them... I know you can use collapsed menus but still there's like 200 in each category so that's a pain as well?
Is there another method with adding minor objects so you can keep the focus on main objects like characters and rooms?

XanMag
21 Jun 2015, 22:21
Can't you just tick them as scenery objects or am I missing your intent?

lightwriter
21 Jun 2015, 23:37
No, I'm just talking about how there's just a mass wall of objects when editing a game

TinFoilMkIV
22 Jun 2015, 01:35
if an object isn't inside a game room you can put them inside another object named after whatever group or category of objects you're putting there for organization.

XanMag
22 Jun 2015, 02:16
Oh, gotcha. I agree, it is a bit annoying. I have 91 rooms in my current game... and too many to count objects in those rooms. I have four dead rooms that I move stuff in and out of and it especially gets bothersome when I can't find an object or a room that I need to edit (I know the search box is there and is useful, I wish it would just take me to location when I click on it instead of a single object name). It would be awesome if the saved game file opened exactly as you left it - that is with rooms/objects collapsed. Is that possible?

I was going to ask this question in a different topic, but I'll leave it here because it is along the same lines.

Is there a way to 'search' for something in code view, especially those things that are NOT objects or rooms (like flags)?

lightwriter
22 Jun 2015, 02:39
I do that Tin but it's still annoying to have a bunch of categories on the screen when trying to focus on other things

adammadam
22 Jun 2015, 04:28
it is quite bad I wish there was some kind of filter system, but you can at least give them logical names. Like break your game up into sections. Section 1, section 2 etc. Then have things named "section1 Location bathroom" "section 1 Location kitchen" "section1 person david" "section1 kitchen object knife" "section1 bathroom object makeup" etc.. then put them all in a master room called section 1 just to tidy the lefthand side up with all the objects and rooms. then the same for section 2 etc.

HegemonKhan
22 Jun 2015, 11:19
see here:

viewtopic.php?f=18&t=4808

keep the organization outside of your game file :D
(then jsut copy and paste what you need~want into your game file)

jaynabonne
22 Jun 2015, 11:25
If I may ask, what are all these objects used for? Is there a different way to approach the problem they're solving that might be less insanity-inducing? :)

lightwriter
22 Jun 2015, 17:57
I'm creating a game like Animal Crossing so there's a ton of objects that once I code the interactive stuff I no longer need to see it
EDIT: I think I've come up with a little solution that combines a few people's methods:
1. Create Minor Object
2. Do GUI Stuff for object
3. Go into code mode and find the code for the object
4. Copy code and put into a library for later usage
5. When the game is done then import the library
6. Fix any bugs or errors

jaynabonne
22 Jun 2015, 18:24
You could put them in libraries, especially if they don't necessarily have a parent room that's part of the main room hierarchy. If they do, then it won't work. But if they're independent objects that you will dynamically move to a room using code, then you could offload them to separate library files.

If you do try anything, whatever you do, be sure to create a backup before doing anything potentially destructive!

lightwriter
22 Jun 2015, 18:27
I will and I tested it out and it works, except it's kinda annoying since it's just extra work
EDIT: Objects inside another object work fine! Yes! Makes it so much easier

HegemonKhan
23 Jun 2015, 14:46
there's also this too (for RPG-item Objects, not generic Objects or Room Objects):

Sora's Stackable Library ( viewtopic.php?f=18&t=3515 )

but it hasn't been converted~updated to quest's current version yet.

-------

I thought I posted this some where already, but oh well, too lazy to do a quick search for it, laughs), so here it is again:

you can also do a folder~directory drilling heireachy too (both for actually in-game used objects and for your own organization behind the scenes ~ which I think you already are doing ~ understood from the other posters on this), using this (an in-game Object usage) as an example:

'player' Player Object
-> 'storage' Object
->-> 'spell storage' Object
->->-> 'fire spell storage' Object
->->->-> 'fireball' Object
->->->-> 'firewall' Object
->->-> 'water spell storage' Object
->->->-> ''tsunami' Object
->->->-> 'flood' Object
->-> 'equipment storage' Object
->->-> 'weapon storage' Object
->->->-> 'sword storage' Object
->->->-> 'axe storage' Object
->->-> 'armor storage' Object
->->->-> 'head storage' Object
->->->-> 'chest storage' Object
->->->-> 'foot storage' Object
->->->-> 'waist storage' Object
->->->-> 'back storage' Object
->->->-> 'hand storage' Object
->->-> 'clothing storage' Object
->->-> 'item storage' Object


--------

and here's an organizational behind the scenes example (which I think you already are using ~ understand already):

<object name="worlds">
<inherit name="editor_room" />
<object name="earth">
<inherit name="editor_room" />
</object>
</object>

<object name="continents">
<inherit name="editor_room" />
<object name="asia">
<inherit name="editor_room" />
<attr name="parent" type="object">earth</attr>
</object>
<object name="europe">
<inherit name="editor_room" />
<attr name="parent" type="object">earth</attr>
</object>
<object name="africa">
<inherit name="editor_room" />
<attr name="parent" type="object">earth</attr>
</object>
<object name="north_america">
<inherit name="editor_room" />
<attr name="parent" type="object">earth</attr>
</object>
<object name="south_america">
<inherit name="editor_room" />
<attr name="parent" type="object">earth</attr>
</object>
<object name="australia">
<inherit name="editor_room" />
<attr name="parent" type="object">earth</attr>
</object>
<object name="antarctica">
<inherit name="editor_room" />
<attr name="parent" type="object">earth</attr>
</object>
</object>

<object name="dungeons">
<inherit name="editor_room" />
<object name="dragon_lair">
<inherit name="editor_room" />
<attr name="parent" type="object">asia</attr>
</object>
<object name="medusa_lair">
<inherit name="editor_room" />
<attr name="parent" type="object">europe</attr>
</object>
</object>

jaynabonne
23 Jun 2015, 18:12
The stackable library wouldn't apply in this case (since it deals with multiples of the same object as opposed to a multiplicity of different objects).

Just to be clear...