Construct 2 - most wanted

Discussion and feedback on Construct 2

Post » Sun Aug 15, 2010 9:45 am

There will be a free version of Construct 2 and the plan is to still open source the editor.
Scirra Founder
B
359
S
214
G
72
Posts: 22,952
Reputation: 178,580

Post » Sun Aug 15, 2010 2:45 pm

what do you mean about having a free version? if it is a lite version like game maker, that mean it is gonna be Freeware with restriction or you will stay open-source even until the new construct. What is the plan? can you please tell me?
B
1
G
2
Posts: 7
Reputation: 639

Post » Sun Aug 15, 2010 3:37 pm

- Library/resources concept to collect our frame sequences, sounds... and possibility to do folders to organizing. This would be great to share same image/frames in different sprites = less memory needed.
- An option for each resource to keep it as reference (outside) or inside (like now) Contruct. For easy image updating.
- Better game exporting to encrypted packages, maybe keeping library folder structure.
- More modular Contruct, to share code and resources between developers, layouts, event sheets...
- Keep separate events and layout tabs.
- A good save/load system.
- Different screen resolution handling system.
- Better UI... like After Effects :)
B
30
S
15
G
10
Posts: 285
Reputation: 7,144

Post » Mon Aug 16, 2010 8:12 am

[quote="Aritz":2o5r4tuz]
- Different screen resolution handling system.
[/quote:2o5r4tuz]

What's wrong with the current one? I can change the resolution wonderfully already. The main reason I'm using Construct over MMF2 at the moment is because of the way it handles resolutions (and can rotate display).
B
134
S
65
G
16
Posts: 1,766
Reputation: 19,190

Post » Mon Aug 16, 2010 9:23 am

I mean something similar that Mr. Ksoft already posted. If you made a game at 1024x768, somo kind of system to play this game in different resolutions and aspects. Something like 3d games do.
B
30
S
15
G
10
Posts: 285
Reputation: 7,144

Post » Mon Aug 16, 2010 9:54 am

You can change the display resolution with events.
B
134
S
65
G
16
Posts: 1,766
Reputation: 19,190

Post » Mon Aug 16, 2010 10:06 am

Using scripts in edit time (Python I assume) would be neat.
B
2
S
1
G
3
Posts: 71
Reputation: 1,142

Post » Mon Aug 16, 2010 10:10 am

Aritz do you mean something like an option in application properties to select if your game will run on defined by developer resolution or it will automatically adjust to the player screen size?
ImageImageImageImage
B
140
S
58
G
36
Posts: 2,547
Reputation: 31,170

Post » Mon Aug 16, 2010 12:44 pm

[quote="alspal":11hheoey]You can change the display resolution with events.[/quote:11hheoey]
Yes, but it's so much more work than it's worth. If you change the resolution, the relative locations of everything changes, so you have to manually adjust everything to fit the other resolution. (especially in regards to background parallax and just layers in general that scroll relative to what you can see) It's a waste of events and is extremely hard to perfect.
All I'm asking is that we can center something 4:3 in a 16:9 screen or vice versa. This would really help me on my 1920x1080 screen which stretches everything, and it would also help people on older monitors that are 4:3 or 5:4 who want to play my 16:9 game in fullscreen without it being squished.
B
8
S
3
G
5
Posts: 72
Reputation: 1,774

Post » Mon Aug 16, 2010 1:46 pm

Don't hate the ribbon people. The ribbon is your friend. Embrace the ribbon ... or just hide it. Maybe a full-out good old-fashioned menu for all the people who don't like the ribbon. They would duplicate each others functionality and you could choose to display either one or both.

[quote="DravenX":1v3twkv0]The abillity to create iso games easily.[/quote:1v3twkv0]
Yes please!

I'm surprised more people haven't asked for full 3D support. Developing a 3D game is far too much work for me, but maybe someone else wants it.

[quote="Shady":1v3twkv0]
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.[/quote:1v3twkv0]

I really like the idea of more built-in AI support. I think this can be one of the toughest aspects of game development.

[quote="QuaziGNRLnose":1v3twkv0]zooming out of event sheets
(ctrl+wheel)[/quote:1v3twkv0]

Maybe something like MS Paint does it. Ctl + Pg Dn would zoom you out two or three wheel clicks and Ctl + Pg Up could move you back in to 100% zoom. I'd like to see something like that for zooming in/out of layouts too.

[quote="ShadF":1v3twkv0]* A new and powerful bone editor.
...
* Collision groups (an object could be in more than one group, to collide, two objects would need to be in the same group)
* Groups of layers (in order to allow us to apply effects on more than one layer)[/quote:1v3twkv0]
I think the bone behavior is brilliant and unique. It's a great part of Construct. But maybe there could be a few built-in movements like walk, run and jump for a "standard humaniod." (i.e. shoulders, elbows, hips and knees) These could be edited for custom movements (maybe adding a tail or wrists and ankles) or could be used as is.

Also, I really like your two grouping ideas ShadF.
B
3
S
2
G
4
Posts: 271
Reputation: 2,017

PreviousNext

Return to Construct 2 General

Who is online

Users browsing this forum: Artpunk and 9 guests