List of should-eventually-be-implemented features

Discussion and feedback on Construct 2

Post » Wed Mar 23, 2011 9:28 am

Note that this topic is NOT for features that have been officially implemented in C1 and will eventually be implemented in C2. This is a topic to list features that are NOT in C1, but people think should be implemented in C2.

I've noticed that there's been a couple of topics with requests for eventual features that the majority posting in them think should be implemented, so I've decided to create a topic to list them.

* Data Structures/Arrays and a Visual Array Editor: Many people and I personally think that in-built, multi-dimensional arrays, along with an in-built, Excel-like editor (of course, Excel/OpenOffice Calc importing in the meantime wouldn't hurt) would benefit Construct 2 greatly, especially in the creation of complex games like RPGs, or even doing stuff like cutscenes to save files, keeping track of unlocked content, online and offline statistics... There are so many complicated things that could be vastly simplified and made less time-consuming to create, with a visual array editor alone.

* Tile Map/Level Editor: Calls for such an editor have been around since C1 for a considerable amount of time, and there is no reason not to have one of these. It speeds up the level creation process easily, especially in the case of, say, isometric visuals and such. Being able to import Tiled tile maps would be a very good start.


If there's any more features that many people think Construct 2 either needs or would really benefit from, I'll update accordingly.
B
94
S
37
G
11
Posts: 404
Reputation: 11,275

Post » Wed Mar 23, 2011 12:17 pm

Just as an addition to that Tile Map thing, a proper Isometric engine would be awesome.

Also, I can't believe there hasn't been more conversation about the online capabilities. What's the deal there?
B
55
S
12
G
8
Posts: 339
Reputation: 9,314

Post » Wed Mar 23, 2011 2:37 pm

When you say "Being able to import Tiled maps", do you mean at runtime or in the layout editor? Also Tiled is not the best tilebased editor out there :? I'd be happier with something built into C2.
Image
B
225
S
27
G
13
Posts: 1,774
Reputation: 18,024

Post » Wed Mar 23, 2011 2:46 pm

[quote:2zda7hzh]When you say "Being able to import Tiled maps", do you mean at runtime or in the layout editor?[/quote:2zda7hzh]
The latter, duh.
[quote="Tokinsom":2zda7hzh]Also Tiled is not the best tilebased editor out there :? I'd be happier with something built into C2.[/quote:2zda7hzh]
It was just an example for a program to make tile-maps that can be imported, honestly. But to be frank, it'll be quite good as an outside tile-map editor until an in-built editor is implemented in C2, and it helps that the XML format it uses it easy to import.
B
94
S
37
G
11
Posts: 404
Reputation: 11,275

Post » Wed Mar 23, 2011 3:19 pm

Well I had to ask, geez. A while back someone figured out how to load Tiled maps during runtime but I thought it was completely useless. Just making sure that's not what you were going for.
Image
B
225
S
27
G
13
Posts: 1,774
Reputation: 18,024

Post » Wed Mar 23, 2011 3:55 pm

The feature I would love most would be for debug mode to be able to watch the xml event sheets at runtime and when they're updated by saving, update the internal events without having to recompile like lua does. That's right, instant editing of the running game while it's running.

That would make the testing process a gazillion times easier and quicker. No more 'tweak, compile, get to the section of the game, test, restart process' - you could simply leave the game running while you worked on it (this would only work while you're working on the code tho, I woudn't expect other edits like inserting new objects to show up as well).
Moderator
B
87
S
32
G
33
Posts: 3,005
Reputation: 27,397

Post » Wed Mar 23, 2011 6:24 pm

In regards to lvl editor i whink the priority should be like this:

- Brush sets: normal brush, spray, fill

-tileset support

-autotileset support

tilesets are very efficient especiely if you want to keep size of of your game low.
My professional Royalty Free Music at Scirra Assets Store
--------------------------------
Specs: i5 2500, 16gb of ram, gtx 770, win 7, Focusrite Scarlett 8i6, Mackie mr8mk2, Alesis 320, browsing the net on chrome.
B
71
S
19
G
19
Posts: 1,919
Reputation: 16,910

Post » Fri Apr 01, 2011 7:23 pm

Can I make two suggestions? Please?

Formula Input information: Just like Excel. When I start typing something like "clamp(" it'd be nice to see a little drop down that displays what I need to enter, such as "clamp(value, lowerbound, upperbound)" with the current entry point bolded. I think this would especially help people new to Construct so they wouldn't have to go digging through forum posts or the wiki.

New Blank Subevent: This one makes me a little crazy. I want to move some pre-existing conditions to a subevent position, which happens ALOT. Right now, I have to (1) right-click on a event (2) select New subevent (3) select an object after the object selector loads (4) select any condition, usually a click-and-go one like always (5) delete the new condition (6) move the pre-existing conditions to the newly blank subevent... Argh. It'd improve work flow if I could simple (1) right-click on a event (2) select New Blank subevent (3) move the pre-existing conditions to the blank subevent.
B
51
S
13
G
8
Posts: 194
Reputation: 7,311

Post » Fri Apr 01, 2011 7:31 pm

Also, would anyone find a EventSheet "Event Code Text Import/Export" feature helpful? I find myself writing Construct code in text files when I'm away from my home PC quite often (such as on my cell while on the bus or at work :wink: ). It's be great to export my Eventsheet as text, go somewhere, add in a few things, go home and upload the text file and have it populate into events if formatted correctly.

Of course I have little programing knowledge so it's be an undertaking for me, so I'm just curious if I'm the only one who would find it useful.
B
51
S
13
G
8
Posts: 194
Reputation: 7,311

Post » Fri Apr 01, 2011 8:20 pm

[quote="Mulkaccino":2sj4vkn6]Formula Input information:[/quote:2sj4vkn6]
Have you tried the latest build? Try typing lerp(. You get exactly what you describe.

[quote:2sj4vkn6]New Blank Subevent:[/quote:2sj4vkn6]
Added for the next build.
Scirra Founder
B
359
S
214
G
72
Posts: 22,946
Reputation: 178,528

Next

Return to Construct 2 General

Who is online

Users browsing this forum: Artpunk and 17 guests