Construct 2 event system editing plugin?

For developers using the Construct 2 Javascript SDK

Post » Tue Jan 31, 2017 3:26 am

Hi all,

I've been an avid user of Construct 2 for a couple of years now, and I have worked on some extensive projects to date. Eventually it becomes difficult to avoid repetition when it comes to the event sheets, i.e if you have multiple player characters who all need the same code, or if you're attempting to create a customizable control system for your game. In any case, I have found the event system hotkeys to be invaluable.

I am wondering if there is a way to create a plugin (or if one already exists) which deals with Construct's event system interface, rather than dealing with game objects/behaviors, or run-time events.

I'd simply like to be able to apply the 'r' hotkey concept (which replaces an object within an event with another object of the user's choice), to conditions. In my personal example, I'd like to be able to replace not only objects, but keyboard keys within conditions as well, as opposed to having to manually edit each individual event, which inevitably becomes tedious. I would certainly understand if the scope of my request is outside the limits of the Javascript SDK, but I'd like to hear it from someone who has more experience with the SDK.
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Post » Tue Jan 31, 2017 3:45 am

I don't expect much else to be done to the C2 editor.
Its features are pretty much done.
Check back in a couple days for word of what C3 will offer.
Requests like this were one of the main reasons for it creation.
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Post » Sun Mar 12, 2017 10:31 am

The C2 JS SDK will only deal with run-time stuff. Editor is closed off. However, as far as C2 is concerned, one avenue is through writing back to the caproj file (not capx) via an external application.

For example, I wrote a Python app that manages Sprite object data (eg duration, hotspot/imagepoints, animation settings, etc) by reading and writing the xml caproj. But doesn't mean you do everything. In my limited experience, the first stumbling block is the 'sid' parameter, which I believe is used to unique identify your object in scene. This makes creation of objects in the caproj not generally recommended, but perhaps it's safe to back-reference it.

I've been happily hacking file formats -- some of which undocumented -- for 15 years now, and it's pretty fun, but only if it works. :lol:
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