Construct 2 - most wanted

Discussion and feedback on Construct 2

Post » Thu Aug 12, 2010 11:16 pm

I would love to see the possibility of creating our own data types. And they should be fully integrated of course.

e.g.

usertype position
{
number X
number Y
}

usertype health
{
usertype position
number healthpoints
number regRate
string title
}

sprite pv myhealth as health
myhealth.position.X = 200
myhealth.healthpoints = 666
myhealth.title = "Player 1"

array: Set value at 1 to myhealth

etc.
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Post » Thu Aug 12, 2010 11:21 pm

Sprite[index].....

Ok... um blue sky...
Geometric transformations... for sprite distort maps... possibly?
[url:3rgdgq68]http://en.wikipedia.org/wiki/Transformation_%28geometry%29[/url:3rgdgq68]
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Post » Fri Aug 13, 2010 12:22 am

[quote="Ashley":1bda3fsi][quote="patryk1303":1bda3fsi]I don't mind GetText[/quote:1bda3fsi]
What do you mean by GetText?[/quote:1bda3fsi]
Easy translate support. Gettext is used by many opensource projects (eg. SuperTuxKart, Warzone 2100, Pidgin, etc.)
More info @ Wikipedia
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Post » Fri Aug 13, 2010 1:33 am

Some things that I can think of:

- Multi-platform would be good, even if it's only the products of the application.

- I do not know much about this part, or if the current one works this way already: A framework where the scripting support is as tight and transparent as possible. If possible, when creating plugins, the developer does not usually need to manually provide scripting access to the functionality provided by the plugin. It's generated automatically, ideally. Perhaps access to behaviors and such from python could be like player.Platform.XSpeed = 200.

- tulamide has a good point about data types. Construct could use more support for those, in general, but user-defined would be very handy. Something similar to simple classes or structs could be very handy, even if just for the namespace organization. Arrays could use some more methods, like a simple sort, find, and a push and pop able to make easy stacks or queues.

- The ability to store direct references to instances of objects, and manipulate multiple instances of the same object more easily. For example, let's say that you have one object that needs to keep track of two (or more) of an ever-changing bunch of instances of another object. You need to compare or manipulate both (or all) of those instances in some events.

The only way that I know of to do this is to store their UIDs in variables, and put the object in question into two (or more) families so that you can pick and reference more than one instance of that object in an event.

Perhaps variables could store references to instances, or a system function Object(uid) could be used as an indirect reference, or the objects could simply be indexed in a useful way, like "Sprite[index]....." I'm thinking that the index would need to be UID again, though, since objects are often spawned/destroyed a lot, making indexing problematic.

- Conditional branching and functions need to be more powerful, IMO. ELSE and OR need to work well under all circumstances. I suppose that 'OR' could be replaced with an 'If any of the following are true:' condition if it seems easier to use.

I like the current function object pretty well, though I dislike the whole 'add parameter' thing. I always call them as expressions. They could use some support for local variables. Not sure how I'd implement that, though.

- Speaking of local variables, more variable scopes could be useful. Groups are a unique and interesting concept in Construct. They can be used as a sort of conditional branching solution with the ability to enable and disable them. I think that they could also use local variables. Perhaps there are some other improvements to groups that could be made to make them even more useful.

A common want that I've seen is the ability to be able to reset a layout to it's initial state, completely. This can be problematic with global variables being used quite often and such. Perhaps having local layout variables could help with this, so that a layout can be 'reloaded' to an initial state more easily.
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Post » Fri Aug 13, 2010 1:58 am

Exports!

Export to XNA. This would be a gamechanger since we'd be able to get our games on various MS platforms after some minor translation work in XNA after the export.

I'd also love an export for Android, Iphone, Flash... I think exports in general would be game changers. But everyone is already making some kind of thing for Flash and mobile phones. I can only think of one other Construct-type game maker that exports to XNA, but it's hardly used in the Western world. It would attract a whole new userbase.
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Post » Fri Aug 13, 2010 2:36 am

MULTIPLATFORM!!!!!! (windows, mac, linux, Flash, java, iphone and android anyone? XD)

opengl, native 3D support, a better resource management, a better GUI, vectorial graphics support, a better graphic editor with an animation preview test (like MMF2), an animation editor like flash! and...well that for now xd yes, it's to much, but dream it's free XD
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Post » Fri Aug 13, 2010 2:43 am

Sub Layouts - When making an RPG or sidescroller with many layouts, it'd be helpful to have sub-layouts where everything is still retained once the player teleports to them. They can be used for small rooms or little sections like you see in many old RPGs. This way all the private variables are retained and if you exit the room, the events which took place will still be there and not reset.
Making sense? I'll elaborate if you want.

Encryption - This way one will be more confident with creating an external file which handles save slots or inventory items.

Integration of Python exclusive features - If I'm not mistaken, there are some features which can only be utilized through Python. It'd be nice to see these made into events.

Online focus - Who doesn't love online integration? I know a user did a good job at making online work through Python, but making an official plugin will be the next logical step.

AI behaviour? - This can be a distant consideration, but maybe creating an AI behaviour that performs simple tasks as chase down a character or try to avoid a character once it's approaching? Probably won't work since it's an abstract concept but it can be at least considered.

A dialogue system - I created one months ago which handles standard dialogue along with options and responses based on the options chosed. Even emoticons were supported by simply adding something like #H at the end of the dialogue string. It's all Python driven and was pretty messy (I had just started learning Python) but I'll probably try remaking it now into something more understandable and powerful. Anyone interested?
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Post » Fri Aug 13, 2010 4:28 am

I'm still new to Construct, so my suggestions may be short sighted.

- More Python integration. Currently exposure to the core engine is hit or miss. By more, I guess I mean full exposure. If I can "point and click" to it, I should be able to just python it.

- Speaking of Python, the current editor is kind of fumbly. Tabs for example sometimes work, sometimes change focus in the window. Sometimes the tab brackets don't work. Copy-pasting acts weird at times. The "intellisense" (helper text) isn't very complete or helpful, usually. It's not any one thing, it's just not as polished as it probably could be. Right now I use IDLE and copy-paste. But, then there's copy-paste issues at times (python could be less nazi about indentation in general, but what do you expect from a language that has an optional end statement operator).

- Networking. Nothing more than a layer or "wrapper" is really required, but some native support to connect and send packets around would be swell. PodSixNet works pretty good right now. Having integrated support would be faster, though. Object Replication would be dreamy creamy, but you did ask for blue sky stuff. This is the stuff end users would be interested in. Making a network object and telling it to be broadcast, and it internally be taken care of.

RakNet does all of this, quite simply too. I know the licensing might be an issue for an opensource project, but that should be between the game creator and Jenkins, not Construct and Jenkins (RakNet is free for most people -- only when the dough rolls in does he ask for a cut).

- Sprite Indexing and or easier/more obvious instance selection. Instancing in Construct is rather "masked." I don't know why, as it's extremely vital to select the thing you're trying to modify. For Python too!

- Astar module? I have it working in python, sure, but again, more integration means faster computations (compiled C++ vs. python...) It's a pretty easy thing. You guys even have a "node" editor built into some modules, so laying custom paths down would probably be easy, even for 1.0. Pre-generated pathing nodes would be a must too (and would probably be a lot faster in C than again, Python). Not that python is dog slow, it's pretty quick, but more speed is more speed! *grunt, grunt*

- Speaking of Astar, that's probably too low level anyway. Why not just go for sky blue and do AI actors? It's a pretty important part of a game, these days.


Hm, I guess this is more of a 1.0 wishlist than a 2.0 one. Most of this stuff I could see be attainable for 1.0, or well, should be anyway.

Like I said, I'm new still. Can't think outside the box yet =)
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Post » Fri Aug 13, 2010 4:51 am

More efficient data structures (arrays, lists etc.), working with the Array or Hash objects is a pain.
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Post » Fri Aug 13, 2010 5:38 am

-Better tiling. Creating level 8000x6000 with a lot of various densely tiled decorative sprites is very tediously. It would be nice to be here tile editor like in GameMaker or RPG Maker
-Export/import objects, sheets and layouts. Should be very usefull.
-Unicode support.
-Gamepads support (if it will not be released in 1.0)
-Animation preview
-Better 'save/load to disk' function, which will support all "third-party" plugins

Hope it's clear to understand my sentences and my english
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