[BIG REQUEST] Big games support

Discussion and feedback on Construct 2

Post » Sun Mar 23, 2014 10:42 pm

You can do a lot via plugins and behaviour if you can code JS. Ultimately all engines need additional plugins to give it features above and beyond the basic. For Unity this is more the norm, as you would have to buy additional plugins from other users. I do think Scirra needs to have a webstore for others to sell their work for other C2 users, its one of the major factor in why Unity is so successful.

The vast majority of C2 users are not programmers (myself included) so we wouldn't have a clue on how to do a complex behaviour plugin in JS, but if there are user made ones that work, I am more than happy to pay some $ for their efforts.
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Post » Mon Mar 24, 2014 8:59 pm

@Fimbul
In regards to levels. R0j0hound made a plugin that does a good job of saving a Layout's object. While C2 can export a scene to JSON I found the result file to overkill. So using R0j0 plugin you can use C2 as a level edit, run the level, and get the the plugin string export to save to file.

Aphrodite also has a good solution too. Also if your using Tiles you can use Tiled. The SDK isn't impenatrble. I've used to make a photon multoplayer client.

Also the SDK allows you to render to game world. So you could render special information like pathing trails if anyone were to write a node based path system. The SDK also let's the dev to implement various Inspector options, values and so on. However, it would be really nice that the SDK let have more GUI control in the editor. Like new windows, rendering options to create say curve based value control. Ways of putting in the editor colour control for editor functionality.

I'm just arguing on the point that there is a block to making big games. In fact this thread inspired and a the gajillion zillion down load thread inspired me to devlog on my mini multiplayer online game. The link is in my sig. Because let's see if we are really bound. Although you should check out Penelope and Our Darker Purpose,
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Post » Tue Mar 25, 2014 4:36 am

@jayderyu what's plugin are you talking about?
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Post » Wed Mar 26, 2014 4:27 pm

jayderyu wrote:@Fimbul
In regards to levels. R0j0hound made a plugin that does a good job of saving a Layout's object. While C2 can export a scene to JSON I found the result file to overkill. So using R0j0 plugin you can use C2 as a level edit, run the level, and get the the plugin string export to save to file.

Aphrodite also has a good solution too. Also if your using Tiles you can use Tiled. The SDK isn't impenatrble. I've used to make a photon multoplayer client.

I consider those to be mere "workarounds": if you use R0j0's plugin, or even tiled, you end up making your game using some other IDE, outside construct. The construct "layout" ends up being a giant black canvas with random objects littered just outside it, since your map "loading" is being done externally.
I have in the past created applications to facilitate map-making and stuff like that. My point is, it would be great if I could remain in C2 all the time. If I could hook into c2's interface I could create a rudimentary "tiled" clone that allowed me to place quick-backdrop/sprite tiles in the editor(since I don't like using the tilemap object), while at the same time populating arrays/defining obstacles/editing NPCs and stuff like that.
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Post » Thu Mar 27, 2014 2:08 pm

I just wanted to pop in and say I would also love a dialogue engine.
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Post » Thu Mar 27, 2014 4:38 pm

ChrisAlgoo wrote:I just wanted to pop in and say I would also love a dialogue engine.

The main point is that, while I want a dialogue engine, I don't want Ashley to be the one to do it.

There are many great dialogue editors already out there, some even including support for localization. All we need is an official way to integrate them (rather than the current unofficial/unsupported/unstable method of editing the XML).

I updated my second post (back in the first page) with a list of cool middleware, check it out.
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Post » Thu Mar 27, 2014 8:49 pm

Ah, nice! I would have suggested Chatmapper if you didn't already have it :D
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Post » Thu Mar 27, 2014 9:40 pm

While I think C2 has a lot of the things you can do to make a big game, it could be better in terms of UI options for plugins that would allow more control by 3rd parties on their functionality.

The tilemap plugin with TILED support is a good example of a first party plugin that needs better support when relying on outside files for the content. A solution for tilemap would be to allow one to paste a CSV into a field for it to use that as a tilemap, as that's exactly how it's stored in the C2's XML. I can open up the XML and change it to my needs, but an in-IDE option to do that with a CSV file/string would make it so you could update realtime what that instance of tilemap is showing. It could be entirely for previewing purpose and have no effect on the object at runtime. (With an option to apply it to the object of course)

Perhaps that kind of suggestion is possible with the current UI, but it's a rather simple suggestion compared to asking for windows which would be needed for bigger plugins.
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Post » Wed Apr 02, 2014 2:58 pm

I really find this post interesting, just wanted you guys to know :)
You see potential in this simple little user friendly editor: Construct 2
I like your commitment :) Keep up with these very important questions.
Soulmachine @Soundcloud
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Post » Wed Apr 02, 2014 7:23 pm

Well, I from the other hand stopped worrying about what is not included in construct and programmed everything myself from scratch only using build in objects and plugins. I did write fully functional and complex Inventory prototype that can be controlled with a pad, and with inclusion of whole rpg system maths to get the right stats values after changing the equipment, which took my 2 weeks roughly. I also did saving maps to external file, which works like a charm even when reloading in real time. Can't remember how long that took me but it was few days. Other times did stuff like random maps, looping maps, different types of ai, dynamic music, dynamic levels system and more. So as much as I would like some things to be simpler and even pre-made to be modified, they are not here yet, or will never be, and so best way is to just get on with it, and use what you've got. I now have loads of prototypes I can use in making one bigger rpg game.
My professional Royalty Free Music at Scirra Assets Store
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