Things I would really like to see in Construct 2

Discussion and feedback on Construct 2

Post » Tue Jul 22, 2014 11:38 am

Things I would like to see, or if they're already implemented, things I would like to know how to do!

1) Shared layers. They would be like event sheets where you can define a layer (and what's on it) once and then put it as many layouts as you want. This would be enormously useful for things like game menus or other common overlays.

2) True inheritance. Families are good start, but we can't make subfamilies.

3) Support for some common UI elements (scroll bars, dialog boxes, etc), outside of clunky javascript calls that aren't customizable and don't integrate well with the project.

4) Support for vector-based sprites such as lines, splines, circles, etc.
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Post » Tue Jul 22, 2014 2:41 pm

1) I totally agree, this would be very useful for HUD's/GUI's. Now I'm creating and positioning all HUD elements in the code at start of each level.
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Post » Tue Jul 22, 2014 4:40 pm

With as complicated as my HUD is, the only choice I have is to create a template layout and then duplicate it. That way the HUD and layers will be intact in each new layout. My HUD is for a RPG, so there's no way I'd feel like recreating it from scratch each level. Of course, if I wanted to make any changes to the HUD, I'd still have to do it in each layout.
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Post » Tue Jul 22, 2014 7:48 pm

You should really be using global objects to do UIs. Oh look, here's a tutorial that explains how to do so! :P

I agree with the rest of your suggestions, though. Although the subfamilies issue can be circumvented in most instances by simply putting objects in multiple families, it does tend to get a little messy in large projects.
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Post » Tue Jul 22, 2014 9:27 pm

I will say +1 on the layer thing, since using global for an HUD can be really bothersome in some cases(as global objects should exist always), and that even though you can create a function to create the HUD each time with no much efforts in some cases, it is still something that could be done much more easily with that addition you are suggesting.

For number 3, creating them with 9-patches, tiled backgrounds and sprite objects is not that hard to do in the long run, so I think it will not be adressed but would still be nice (as the textbox is actually the hardest control to do)
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Tue Jul 22, 2014 10:57 pm

Something like how Spriter works would be ideal, but the shared layers thing is a bit too vague.
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Post » Tue Jul 22, 2014 11:29 pm

I would like to see a way of modifying a particular layer's attributes on all layouts simultaneously , if that could be possible. Global GUI objects work a treat, but layers are useful for so much more than just a HUD - and each layout has to have the same number of layers for the technique to work and so they don't 'get lost' as the player navigates around (unless I'm missing something really obvious). Thus adding an interstitial layer or changing attributes like effects, scale rate and parallax etc becomes a pain if your project has many layouts.

So, I would like to be able to select all layers with a particular index number in all layouts at the same time. Changing common attributes would then be a piece of cake. Imagine how much time this would save on a project of 30+ layouts....
A big fan of JavaScript.
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Post » Tue Sep 23, 2014 2:31 pm

Global GUI is in the new version. Thank you!
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Post » Tue Sep 23, 2014 11:40 pm

"1) Shared layers. They would be like event sheets where you can define a layer (and what's on it) once and then put it as many layouts as you want. This would be enormously useful for things like game menus or other common overlays.
"

So this is where it started :)
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Post » Wed Sep 24, 2014 2:01 am

nah they didn't start here. I remember threads from 2 years ago asking for share layers. but I'm glad they are in. I'm glad they are finally in :)
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