Idea for a future construct

Discussion and feedback on Construct 2

Post » Wed Feb 11, 2015 11:59 pm

I like your idea, Somebody. Also very nice clean "readable" Mock-Up of the UI suggestion. Top. About the Node-Sys. I also doing Games with Unity, and have PlayMaker. What i really like. BUT: there is this Spaghetti prob. If my Game gets to komplex, i don´t get the complete overview of my logics. For Construct: i like the brick / line system. But if you have lots of lines it gets long and you also lost your view of the whole picture. Plus you have a lot of sheets / Levels, you can also get lost. Therefore maybe a clever combination of these two systems can manage this. Have to say that a friendly UI is a hard task. If i want like to have instances of a logic a code, i can image the node-sys would fit these needs best.

Many coders say: Textbased is the best for the overview. But if you have 2000 lines of code, its not fun to search something specific. I don´t like to scrolling up n down. Anyway, as said in construct for the lines, i can image to integrate something like: "open / close" a topic of a logic consturction of maybe 20 lines. This would improve the overview, i guess.
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Post » Thu Feb 12, 2015 12:14 am

Construct's evens can be very coherent if you use them in such a way. If you let your events get messy then that's down to you. I know it can be difficult as I have been frustrated over untidiness in event sheets so many times. However, with good usage of the Function object along with groups and multiple event sheets you can make your projects very neat indeed.
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Post » Thu Feb 19, 2015 2:37 am

Somebody wrote: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):

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...

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.

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.

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.

the line system and behavior adding tells me you seen blender game engine in action :P its kinda confusing but good and awesome looking :D
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