I'll pay $300, maybe more, for Construct 3

Discussion and feedback on Construct 2

Post » Thu Dec 10, 2015 8:31 pm

@locohost
Thanks for the tip :) I think I have some restructuring to do..
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Post » Sat Dec 12, 2015 1:36 am

locohost wrote:Not sure if you guys have all used Sublime Text 3 for code editing. If not, you should. If you have, you will whole-heartedly agree with my #2 C3 feature wish ;-)


I've been using Atom/WebStorm to do things like you mentioned in #2, but I agree that it would be nice to have built-in to Construct 3. :D
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Post » Sat Dec 12, 2015 4:23 pm

donkeyspaceman wrote:
locohost wrote:Not sure if you guys have all used Sublime Text 3 for code editing. If not, you should. If you have, you will whole-heartedly agree with my #2 C3 feature wish ;-)


I've been using Atom/WebStorm to do things like you mentioned in #2, but I agree that it would be nice to have built-in to Construct 3. :D


Never tried Atom, that was always a Mac IDE. Did they ever make a Win version? I'll have to check. I also have a licenced WebStorm IDE. I like WS, but sometimes it feels like too much "stuff". Know what I mean?

I would kill to have that fast fuzzy search find-jump-to-anything in C2 and hopefully C3. It has to be in C3.
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Post » Sun Dec 13, 2015 9:25 am

this can be very usefull :
making behaviors with eventsheets and share theme together !
see this : for example i want to create pin behavior, i will do this :
object1
object2
everytik >> set object1 pos to object2 pos
__
so in this way we can have unlimited behaviors
we can make so many behavoris and share them and scirra doesn't have to make them
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Post » Mon Dec 14, 2015 12:53 am

1-1000000 : Better Exporting options
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Post » Mon Dec 14, 2015 3:38 pm

Fimbul wrote:
locohost wrote:4) Some way to have Object "methods" or perhaps some way to link an Object method to call a Function Event?

5) Function definition markup/tags to define what params a Function needs and is visible in Action Function call dialog

6) Return multiple values or an array from function


Love the suggestions!

A few additions:

1 - Start treating arrays as a proper type, instead of an object. We have string, number and bool, why not array?
2 - Same goes for dictionaries (AKA hashmaps, AKA associative arrays), so that you can do array["position"] as well as array[1]
3 - Pointers as a type. This means you can store references to an object inside another object, as a property. Right now you can do this by storing the object's ID, but you can't do stuff like player.weapon[1].destroy() in a single event
4 - First class functions. You should be able to return functions as well as store functions as properties of an object. This is something that javascript can already do, so why not?
5 - N-Dimensional arrays, as well as arbitrarily nested arrays. This, combined with the points above, would allow you to express things like player.inventory[0]["quantity"] = 1


All these would be very useful. Also some kind of vector type for 2D/3D (3D would be viable to anyone doing anything isometric), so that vectors can be properly manipulated rather than having TONS of different variables and long expressions. support for angle / distance / dot / cross / normalization on these vectors, and the ability to recognize when the expression would have a scalar vs a vector result. The vectors can probably just be implemented as 1D arrays, so basically just add support for scalar products on any 1D array, cross products on 1D arrays (with dimension less than 4), and euclidean distance / normalization functions for any 1D array. It's not that difficult.

These are all very basic features and the argument that construct users "dont need" this kind of functionality is kind of weak, games use data types to simplify code, whereas construct forces you to build things in boilerplate using floats and ints and basic types, and makes using proper complex data-types extremely annoying.
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Post » Mon Dec 14, 2015 4:00 pm

+1 for the last post , at least give experienced programmers the familiarity and standards we are used to , 1 + about cc was the ability to integrate Python scripting which gave more control and functionality .
What I know would fill a Book , what I don't know would fill a Library
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Post » Mon Dec 14, 2015 4:12 pm

QuaziGNRLnose wrote:Also some kind of vector type for 2D/3D

I think there was a vector type, but @Ashley removed it due to it generating too much garbage (if I recall correctly, it was instantiating a new object every time you wanted a vector), and therefore overworking the GC.

This was a long time ago, though, and things have probably improved now that we have JIT compiling and smarter GCs.

QuaziGNRLnose wrote:These are all very basic features and the argument that construct users "dont need" this kind of functionality is kind of weak, games use data types to simplify code, whereas construct forces you to build things in boilerplate using floats and ints and basic types, and makes using proper complex data-types extremely annoying.

Amen to that.
Having to store references to other objects by storing their IDs as a number, then having a sub-event pick them out is garbage. Same goes for polluting your function namespace by creating pseudo "methods" that take an object ID as a parameter.
Also having to attach arrays to objects, having to dynamically spawn dictionaries, having arrays storing references to dictionary IDs, it's all horrible hacks everywhere if you want to implement a proper data structure, you usually end up reaching for the SDK all the time, which is not ideal since it breaks your flow and saps motivation.
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Post » Mon Dec 14, 2015 5:55 pm

I ask the following having done zero 3D game dev: Wouldn't the 3D stuff need some sort of native compile/export? I can't imagine JavaScript running in the browser having anywhere near the horsepower to handle 3D games.
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Post » Mon Dec 14, 2015 6:06 pm

I would pay more only if there's native mobile export..

I'm pretty much at my wit's end with Intel XDK and the third party plugins that work 30% of the time.
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