Some features I would like to see

New releases and general discussions.

Post » Thu May 28, 2009 7:57 pm

As is stated on the top. This will be a list of feature I would like to see.

[u:3dzsg9ua][size=150:3dzsg9ua][color=#800000:3dzsg9ua]Features[/color:3dzsg9ua][/size:3dzsg9ua][/u:3dzsg9ua]

1) Pass through solid for sprites in the Event sheet editor.
This This would come in handy for for a beat'em up game.
when you need the characters in the game to stop at a wall but still be able to jump through it.

2) Add frames in the picture editor.
This will cut down on time for making an animation.
Instend of having to to add one frame to the picture editor get out of it then add more frame to
the animation bar to just go back the the picture editor and set it up.

3) turn Based Strategy (TBS) behavior.

Well that is it for now.
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Post » Fri May 29, 2009 12:09 pm

1) This can be done rather easily already. I'd imagine it'd actually be quite difficult to get a correctly working action up and running, and useable in events.

2) This would indeed be handy, it's something I've asked David for 1000 times ;).

3) What would this plugin do?
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Post » Sun May 31, 2009 1:29 pm

[quote="Rich":1rioy3y3]

3) What would this plugin do?[/quote:1rioy3y3]

TBS or turn based strategy behviour rich. lol

i think he means a behavior to emulate advance wars or fire emblem or something. which seems like a impossible behavior, since it would have to account for so many things.

your going to be stuck using events for that tora.
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Post » Sun May 31, 2009 1:49 pm

[quote="QuaziGNRLnose":2zhr9kfq][quote="Rich":2zhr9kfq]

3) What would this plugin do?[/quote:2zhr9kfq]

TBS or turn based strategy behviour rich. lol[/quote:2zhr9kfq]

What do you mean? I know what TBS means, but it seems like a really impractical behavior.. perhaps he has some ideas which we aren't taking into account? Separate elements of TBS games like range calculation and visibility/fog of war could be done individually, of course.
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Post » Sun May 31, 2009 3:47 pm

yea thats what i was saying, its not really worth being a behaviour
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Post » Sun May 31, 2009 11:40 pm

[quote="QuaziGNRLnose":2ifxr2oz]
i think he means a behavior to emulate advance wars or fire emblem or something. which seems like a impossible behavior, since it would have to account for so many things.[/quote:2ifxr2oz]

Not in entirely emulating games like advance wars or fire emblem.
but helping out with the NPc movement.

[quote="Rich":2ifxr2oz]
perhaps he has some ideas which we aren't taking into account? Separate elements of TBS games like range calculation and visibility/fog of war could be done individually, of course.[/quote:2ifxr2oz]

1) To put it in simple terms it will do what a RTS dose.
It just would do it for in a grid movement.
The TBS will provides path finding and calculate routes around obsacles on the grid.
("In games like shining force, advance wars, or fire emblem the NPC could move around objects
like trees, water, mountains, walls, etc.")

2)To give a fixed set of movement to an object
The object will have to follow this movement until it reaches its objective.
("Like in Chess when the Knight only moves in a L shape, but still advances to its objective.")
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Post » Mon Jun 01, 2009 6:05 pm

[quote="toralord":3pt65ho7]1) To put it in simple terms it will do what a RTS dose.
It just would do it for in a grid movement.[/quote:3pt65ho7]

yea this would be pretty useful, but there are ways of doing it yourself. Also why TBS behavior and not grid path finding behavior?
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Post » Mon Jun 01, 2009 8:13 pm

Usually if you are suggesting a plugin or behavior, it helps to give a comprehensive description and possibly an example list of the actions, conditions and expressions it might feature. It's impossible to tell what you really mean and precisely what you want it to do if you just give a one line or few lines saying that you want something. When a developer (if they have time) comes to develop it, they'll have to put a lot of thought in to how to design the plugin/behavior, precisely which actions, conditions and expressions to add, and so on. If you don't specify what you're after, someone may make one and it could be completely different to what you really wanted because you didn't say!
Scirra Founder
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Post » Mon Jun 01, 2009 8:47 pm

Besides I think the grid movment behavior has an NPC selection wich moves objects randomly in a zone.
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Post » Tue Jun 02, 2009 1:46 am

[quote="Aeal5566":1wrkah8h]Besides I think the grid movment behavior has an NPC selection wich moves objects randomly in a zone.[/quote:1wrkah8h]

I'm pretty sure he wants something which solves like the rts behavior, but for a large grid board like in advance wars or final fantasy tactics or any grid based game. For example, certain units can be told to move a set number of spaces and it will solve the route for them while avoiding obstacles. Also, the obstacles only have to be declared as complete squares on the grid, so this avoids path finding glitches. I admit it would be useful, but it's also pretty easily possible with a bit of research.
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