Idea for a future construct

Discussion and feedback on Construct 2

Post » Thu Jan 29, 2015 7:04 pm

With all the talk about C3 coming some time in the future, I have been thinking about how this "visual" coding could be taken further. Here are some ideas (the visuals are just to illustrate the idea):

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We could have much the same properties as now, but change the way they can be set - not with behaviours, but with modular "controllers" - since most behaviours can be sorted by either what they effect or what values they produce. Click the little plug and a panel opens...

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You could pick a controller and link it to any property that accepts a value - perhaps even link several controllers to do what would take plenty of actions and variables in one click.

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Here's an example - if you want a sprite to rotate, for example, add a cycle controller to it with a range of 0-360 and time. Link the same to opacity and the sprite will fade out and then jump back to full opacity.

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Or you could use the usual control options and, for example, link it to size with a ratio - so the sprite kinda stretches a little while moving. Enable and disable them as usual behaviours.

Well, just my 2 cents and 4 images - perhaps something @Ashley could consider.
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Post » Thu Jan 29, 2015 7:12 pm

Who invented this? This visual coding visual theme looks very decent and professional kinda way. I would be glad to test this application or theme!
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Post » Thu Jan 29, 2015 7:13 pm

I just drew it to illustrate the idea, Naji. There's no usable stuff in there as is.
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Post » Thu Jan 29, 2015 7:28 pm

It would be nice to know which direction the new editor is going.
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Post » Fri Jan 30, 2015 3:55 am

Linking with lines is a brilliant idea, surprised no one else has grabbed this idea and putt into a game engine to lessen the coding burden for game makers.
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Post » Fri Jan 30, 2015 4:47 am

Very cool!

@Cliffu There is something called PlayMaker for Unity that does the same, but I really like the block/"lines of code" style that Construct has, it feels much less messy than spaghetti lines.
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Fri Jan 30, 2015 7:37 am

Jayjay wrote:but I really like the block/"lines of code" style that Construct has, it feels much less messy than spaghetti lines.


One reason I'm suggesting this for properties only - to keep the event sheet cleaner and leaner. Imagine having limiter controllers:
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Just add one to values and that's it - no more different events checking where things are, if the values are within range, doing Value = clamp(Value+X,LowVal,HiVal) - just do a clean action and the system does the rest:
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Post » Fri Jan 30, 2015 8:00 am

I really don't like line linking. It's always sort of unclear which data is going where, and in which direction - this gets confusing really quick - the 'spaghetti problem'.

I really like the event system because it makes a wonderful transition to learning real code. Events are basically real code, just with a few helpful constraints.

Here, that's quite abstracted away.

Just my thoughts, I'm by no means an expert in spaghetti ;)
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Post » Fri Jan 30, 2015 8:10 am

@sqiddster

These diagram is another possible way to display the setting of object's properties. Like to add a behavior in C2 IDE.
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Post » Fri Jan 30, 2015 8:12 am

sqiddster wrote:I really don't like line linking. It's always sort of unclear which data is going where, and in which direction - this gets confusing really quick - the 'spaghetti problem'.


Never had a problem with that, especially with a setup like this where the main object is locked onto a side. But it's obviously a question of taste - the thing is this would act the same as behaviours, just more versatile - use it or use events. rexrainbow gets it.
Last edited by Somebody on Fri Jan 30, 2015 8:14 am, edited 1 time in total.
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