What are you most looking forward to with C2?

Discussion and feedback on Construct 2

Post » Sun Mar 24, 2013 6:45 pm

My name is AnD4D, and I'm a Construct 2 addict...

I first picked up C2 a little over a year ago, right after I'd just spent a couple hundred on Multimedia Fusion 2 and all of its plugins. I've tried, quite a few times to go back to MMF2 since, but I just can't. I don't see the point. C2 is so much easier to use. For example, I was asked to demonstrate what could be achieved with C2 for a company, and they asked me how long I thought it would take. I said 3-4 weeks for 6 mini-games. I started last Friday, and I have more or less already finished it, with just the menu left to build.

In any case, I'm a C2 user for the long run, and I've had a few ideas for games rattling around in my head for the last several months (two of them I believe, as arrogant as it sounds, will make me rather wealthy ), but I know the software isn't 100% where I need it to be. A while back, I had a brainstorming session, and jotted down a few of the features I'm most looking forward to, thought I'd share it, and wondered what other peoples hopes (and dreams) are for C2, along with the features they're waiting for.

Per Pixel collision
Lights/Shadows
Pathfinding (DONE - YAY)
Families (DONE)
Containers (DONE)
Directional Based Animations without code required (as in MMF2)
SaveAll/LoadAll
Seamless looping music
Built in sprite text/font
Native exporters so that I do not have to pay someone else a % of my earnings but that's not too important for now.

Anyway, that's my story and list. What is yours?
@bearboxmedia
www.bearboxmedia.com

Nintendo Wii U Developer using Construct 2
B
68
S
8
G
6
Posts: 930
Reputation: 9,358

Post » Sun Mar 24, 2013 7:22 pm

Nice, I'm an ex-MMF2 user too!
I used clickteam software for ages, all the way back to KnP and TGF, but when I wanted features along the lines of "Zoom in/out", I found that MMF2 lacks the ability to zoom out (and zooming in resulted in pixelly ugliness with no way to blend pixels linearly). Now don't get me wrong, MMF2 is awesome software, I don't hate it, I've grown up with it and learnt all the logic I know now about gaming with it, but I just needed more efficiency, more rapid development, and more standard game-based features (e.g zooming), and C2 gives me that.
The recently added "Replace Object" is a GOD at saving time. I almost needed to sift through loads of events and change an object in each one and edit some actions to refer to the new object, which would have taken hours; but nope, Replace Object. Saved me Hours... Anyway, I find efficiency and rapid development important, otherwise I would just take up C++ lol
I also hated how you would have to copypasta all events to each frame in MMF2, meaning I never completed a game since I would have to fly through all the frames editing something when I notice a bug or just want to add stuff. Sure, there was a global event editor for a project, but iirc it had problems with families, and therefor I couldn't use it.
There are a handful of features I wish are in C2 but my wants are for non-mobile related stuff, like having save/open dialogs and disk access.
I do find that some things aren't clear with C2 such as creating online multiplayer stuff, I'm going to look into that soon but from what I've read in the past, it's not easy to setup (Though I have experience in networking so hopefully it's just not 'easy' if you're inexperienced with networking).
Updates in C2 are awesome! For a small team, they sure do hand out updates frequently and always suprise us with some unexpected crazy awesome feature.


tl;dr C2 is awesome
B
45
S
19
G
10
Posts: 562
Reputation: 9,543

Post » Sun Mar 24, 2013 9:13 pm

Keeping it short and simple because C2 is already quite cool (and I am sure that there must be a lot of these kind of lists around in the forums):
-Reverse animation flow action
-Sprite frame optimization (if two or more frames of the sprite are the same they don't get included twice)
-Tiled Backgrounds
B
19
S
4
G
4
Posts: 70
Reputation: 3,896

Post » Sun Mar 24, 2013 9:21 pm

[QUOTE=Alcemon]-Sprite frame optimization (if two or more frames of the sprite are the same they don't get included twice)[/QUOTE]
+1 for this too!
B
45
S
19
G
10
Posts: 562
Reputation: 9,543

Post » Sun Mar 24, 2013 10:09 pm

[QUOTE=Alcemon] Keeping it short and simple because C2 is already quite cool (and I am sure that there must be a lot of these kind of lists around in the forums):
-Reverse animation flow action
-Sprite frame optimization (if two or more frames of the sprite are the same they don't get included twice)
-Tiled Backgrounds[/QUOTE]

Hi @Alcemon,

What do you mean by reverse animation flow? I found that if I put a minus number in the speed it plays it backwards. Also, don't we already have tiled backgrounds? Is there something you don't like about them?
@bearboxmedia
www.bearboxmedia.com

Nintendo Wii U Developer using Construct 2
B
68
S
8
G
6
Posts: 930
Reputation: 9,358

Post » Sun Mar 24, 2013 10:28 pm

[QUOTE=AnD4D] [QUOTE=Alcemon] Keeping it short and simple because C2 is already quite cool (and I am sure that there must be a lot of these kind of lists around in the forums):
-Reverse animation flow action
-Sprite frame optimization (if two or more frames of the sprite are the same they don't get included twice)
-Tiled Backgrounds[/QUOTE]What do you mean by reverse animation flow? I found that if I put a minus number in the speed it plays it backwards.[/QUOTE]
I never knew this. Thanks!
B
45
S
19
G
10
Posts: 562
Reputation: 9,543

Post » Sun Mar 24, 2013 10:34 pm

Hello there @AnD4D

1) About reverse animations: I also got a (more complex) workaround although I must confess that I did not try your method before. Thanks for the tip I will certainly experiment with it.

Still, this is not an official way of doing it (it's not in the manual). Seems like all the machinery is in place though.

2) About Tiled Backgrounds. The ones currently supported are a bit of a black box. The manual doesn't tell you much about the algorithm for tiling (size, does it recognize mirrored tiles).
I haven't made an in-depth search on the subject on the forums and there is bound to be some info around. What I know is that there are some plugins around trying to provide a more "orthodox" tiling functionality.
B
19
S
4
G
4
Posts: 70
Reputation: 3,896

Post » Sun Mar 24, 2013 10:58 pm

[QUOTE=Alcemon]

2) About Tiled Backgrounds. The ones currently supported are a bit of a black box. The manual doesn't tell you much about the algorithm for tiling (size, does it recognize mirrored tiles).
I haven't made an in-depth search on the subject on the forums and there is bound to be some info around. What I know is that there are some plugins around trying to provide a more "orthodox" tiling functionality.[/QUOTE]

Imagine a 32 pixel squared chequered box. You can then increase the size of the sprite and the image will loop perfectly. I use it for space backgrounds. It is great for seamless textures. Give it a go, it is really easy.
@bearboxmedia
www.bearboxmedia.com

Nintendo Wii U Developer using Construct 2
B
68
S
8
G
6
Posts: 930
Reputation: 9,358

Post » Sun Mar 24, 2013 11:43 pm

Would like to see shadows. And an update i think is really needed is to the containers. So when you build them there should be an option to maintain the position of each object in relationship to each other. So you dont have to set there position when they are created. It takes such a long time and is very boring
B
40
S
10
G
2
Posts: 1,150
Reputation: 6,499

Post » Mon Mar 25, 2013 1:07 am

- Autosave on X minutes
B
18
S
5
G
4
Posts: 568
Reputation: 5,079

Next

Return to Construct 2 General

Who is online

Users browsing this forum: Aphrodite, shinichild and 8 guests