New Feature i think would help many of us.

Discussion and feedback on Construct 2

Post » Sun Sep 23, 2012 2:28 am

@Tokinsom

Thats very close.
However, what u are kindly submitting would "eventwise" build a 2 headed creature (if u understand what i mean by that).
I use different Characters because both have different looks and are controlled by different players.
Thats why i need them, not being the same object.
If i however would build a Ai for 1 type of enemy like a Horde, then i would use your technique.

@newt
The perfect use of groups is organisation.
As in.
Group = Characters
Subgroup = Soldier 1
Subgroup = Soldier 2

In my current game i allready have a big character list.
As seen in the link below.
Those groups have subgroups for shooting, life, etc etc.
http://www.vrijetoekomst.nl/NapalmRush/Characterlist.jpg

The Groups is where the Ai is at.
So in my simple logic it is also the source where i need this new function.
Then, it all becomes "reusable" in a fast way, no matter what i program into the group.
And because the "Ai side" has a source, which is the sprite it is connected to.
I am hoping Scirra gives us the option to "relink" the source, to the Ai.
Both in the condition and in the action at the same time.
Then what remains, is a little tweeking here and there.

I thank u both for the great help in making this understandable!
Kinds Regards.
Savvy001Savvy0012012-09-23 02:30:53
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Post » Sun Sep 23, 2012 2:47 am

I think I made a similar topic before, Ash basically comfirmed that you'll eventually be able to click on the object area of an action/condition to quickly swap it.



Which should be faster than the back/next thing.

(Would be cool if you could just click and drag those object parts to replace other objects even faster, like how Clickteam's event system does it.)alspal2012-09-23 02:52:56
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Post » Sun Sep 23, 2012 2:58 am

I support yer idea. I think it is great and would speed up game making even more.
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Post » Sun Sep 23, 2012 3:07 am

@alspal

Thats correct!
In my humble insight i would say that "both" yours and my suggestions would be great implementations.

Your solution is perfect for when a sprite has less then 15 events in its Ai.
My solution is perfect for the really big event builds where we have up to 100 events per sprite.

Having both these options would be super awesome because they work together to create a superfast build experience.

I used Clickteams software to learn years ago.
So i am siked about Construct2 utilizing so many similarities.
It are these suggestions that would have a great impact, in these early days of Construct2 users.

Kind Regards.
Savvy001
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Post » Sun Jan 06, 2013 7:35 pm

I'm bit new to this, but have you tried Copy and Paste? You can do that
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Post » Sun Jan 06, 2013 9:52 pm

@Gamezilla

Copy paste is not the issue.
But thanx for pointer!

Kind Regards.
Savvy
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Post » Mon Jan 07, 2013 12:08 am

@Gamezilla copy and paste is different than cloning. A copy is the same object, same logic. Any changes to a copy would affect all copies. A clone can look and feel like a copy, but you can make changes to the clone without affecting the original.
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Post » Mon Jan 07, 2013 1:16 am

I work a lot with AI and in my game I have different types of AI (flying, ground, shooting when on sight, enemies that don't damage you when you touch them, ect) that are tweaked differently (Different HP for each, ect) and all I use is a single Sprite object (I only use families for the different enemy skins).
It's all to do with variables, baby! Unless I'm misunderstanding what the idea here is Jase002013-01-07 01:16:30
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Post » Mon Jan 07, 2013 12:13 pm

i think that that would be an amazing idea for scirra
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