Real coding option

Discussion and feedback on Construct 2

Post » Fri Jan 20, 2012 10:03 am

I personally would really like to see simple Javascript inclusion (just including a custom JS file as a resource) - the reason I want to use C2 isn't because I can't or don't want to code at all, it's because I don't want to build the engine from the ground up because there's some features I've found myself unable to implement.

Of course, the option to write plugins to create the behaviour I want is there and for the most part quite viable, however what I'd really like is a runtime API. ;)


Failing that, Behaviour access via Families is the last feature I think I'm waiting on.
B
5
G
1
Posts: 4
Reputation: 1,020

Post » Fri Jan 20, 2012 10:16 am

@clockler the SDK can be used to include custom javascript too, and has complete access to the runtime.
Scirra Founder
B
359
S
214
G
72
Posts: 22,952
Reputation: 178,600

Post » Fri Jan 20, 2012 11:09 am

I'm not interested in inserting code either, but what about an option to export our event table to a kind of script, you know, to facilitate the conversion to other engines (you just might want to redo your game in another tool). I think this would be cool.eyeliner2012-01-20 11:10:13
B
25
S
8
G
7
Posts: 184
Reputation: 6,040

Post » Fri Jan 20, 2012 12:18 pm

@eyeliner - we've considered this before but in reality we don't think the script would be readable or at all useful. People like to type out what they think the result should look like, but they don't know the full details of how the event engine works, and it would basically be pretty messy... plus it's a huge amount of work because we basically have to port the entire runtime to another platform anyway, otherwise your events aren't going to do anything useful in whatever target platform you're exporting to.
Scirra Founder
B
359
S
214
G
72
Posts: 22,952
Reputation: 178,600

Post » Fri Jan 20, 2012 12:32 pm

I think I didn't make myself clear (maybe language barrier, my fault).

I wasn't referring to an export of actual usable script/code, ready to be ported and pasted into another editor. I was referring something along the lines of a pseudo-code type of thing, like that one present in GameMaker, where you can checkout all events you created with the drag and drop interface, but can't mess with.

I can understand the event table perfectly, but converting the lines into text would be beneficial, but I understand the drain in resources, of course.

Or maybe the XML files already have this in a form?
B
25
S
8
G
7
Posts: 184
Reputation: 6,040

Post » Fri Jan 20, 2012 1:25 pm

[QUOTE=Ashley] Just to make it clear: we're not going to add scripting in the forseeable future. The whole reason Construct 2 exists is to save you from programming. So adding it goes against our whole reason we made Construct 2 in the first place![/QUOTE]
Which is precisely why I gave you my money instead of another company. I'm a programmer at work and don't want to be bothered with it when I'm home.
B
20
S
7
G
6
Posts: 19
Reputation: 4,932

Post » Fri Jan 20, 2012 3:10 pm

@eyeliner - that's still surprisingly difficult to do. Can you invent a system that is easy to automatically parse and has no ambiguities?
Scirra Founder
B
359
S
214
G
72
Posts: 22,952
Reputation: 178,600

Post » Fri Jan 20, 2012 5:58 pm

You made your point clear. :)
B
25
S
8
G
7
Posts: 184
Reputation: 6,040

Post » Fri Jan 20, 2012 6:56 pm

[QUOTE=Ashley] Just to make it clear: we're not going to add scripting in the forseeable future. The whole reason Construct 2 exists is to save you from programming. So adding it goes against our whole reason we made Construct 2 in the first place!
[/QUOTE]

@Ashley: Really, nothing to stress about. C2's purpose isn't to be another clone of a failed game design tool, as far as I can tell. And even if scripting is added over time, it shouldn't be in anyway more powerful than eventing, this would definitely ruin C2 and its purpose. This is the main reason why I cannot see any real usefulness of typing code into C2, other than not making people that come from a traditional programming background have to learn C2s way, but hey, almost every other tool out there literally sticks code up yers without mercy, so I really wouldn't care for it much, it's not reason enough. Like 90% of the other game making tools out there made me and others do, LEARN IT. That's what all the pro programmers very cockily tell the people who do not know any language. Little difference though: C2's learning curve cannot compare to the super time consuming learning curve of traditional methods, anybody literally, with a little time int heir hands can adapt to C2's way of doing things. If you for some reason want traditional coding, there's plenty of other tools, honestly.

I believe a lot of tools are gonna learn from C2 in the future. a lot of people are shying away from traditional programming when it comes to games, it's just not practical. After all, even the big companies have their "Software" team, which make the tools for making the actual game.
B
47
S
10
G
6
Posts: 455
Reputation: 8,326

Previous

Return to Construct 2 General

Who is online

Users browsing this forum: Eisenhans and 10 guests