What Features Do You Want To See In The Future C2?

Discussion and feedback on Construct 2

Post » Sun Aug 10, 2014 1:31 pm

Bonesey wrote:Hexagonal and Isometric Tilemap support. Please?


Yes please! Please, please, please, please, please!
A big fan of JavaScript.
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Post » Sun Aug 10, 2014 9:08 pm

I forgot what they are called, but someone was showing me in Unity they have functions that trigger across ticks. So, you could say on function X, make the sprite slowly change opacity over Y seconds. This would save a whole heap of time for me!
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Post » Mon Aug 11, 2014 7:25 am

Hi @Tobye, I believe that was me. What you're referring to are called coroutines. They're pretty advanced, but they are very useful.

For a full description: http://en.wikipedia.org/wiki/Coroutine
Project Lead of Zems Online Card Game

Producer at Impulse Limited
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Post » Mon Aug 11, 2014 10:28 am

Tobye wrote:I forgot what they are called, but someone was showing me in Unity they have functions that trigger across ticks. So, you could say on function X, make the sprite slowly change opacity over Y seconds. This would save a whole heap of time for me!

This might not be exactly what you're after, but you can do this by delaying actions in a loop with a wait -> loopindex*whatever action.
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Post » Mon Aug 11, 2014 11:53 am

Tobye wrote:I forgot what they are called, but someone was showing me in Unity they have functions that trigger across ticks......save a whole heap of time for me!


I wish we had something like this built in as well. The Transitions in the Corona SDK are also like this. Brilliantly simple and powerful - a bit like every object having LiteTween built in... In one line of code you can command an Ease-Transition for position, angle, opacity and other attributes and then the engine would do the rest. Sigh...
A big fan of JavaScript.
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Post » Mon Aug 11, 2014 12:46 pm

Ability to make dependencies/connections between objects in Layout editor.

For example:
I have two sprite objects. One for "lightbulb" sprite and one for "radius" sprite.
Than you could make a "connection" between them - maybe a value? (something like object variables but you could specify "what" you want to connect).
So in "lightbulb" you made a value called "radius" that is connected to "radius" sprite size. And every time when you change this value other sprite will update in editor. Same for position etc.
Maybe like interactive containers in layout editor? Not sure properly how to call this,


I know that you could just move one object to a position, then move another to that position and change it size. Or do that in events.
But this is time wasting if you need to make a lot of that objects. And if you do that by events, you need to preview every time you make a change.

Just an idea.
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Post » Mon Aug 11, 2014 3:03 pm

PS4/Xbox One support..

GameMaker will be supporting Xbox One very soon..

http://www.gamasutra.com/view/news/2230 ... ra+News%29
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Post » Mon Aug 11, 2014 3:16 pm

I was about to come in post what @KazaaMafia did.

I think the number one feature is native exporting. I know it's a huge task, but I know I would be willing to buy and upgraded license (above business) that support multiple native exporters. I'm not even sure if it's possible with C2, but game maker is doing it, unity does it, this new one called Spark Tools is coming soon https://www.youtube.com/watch?v=7PeqdTDxGfM

I just think the dependency on third party wrappers needs to come to an end. I would be happy if we could natively export to say Xcode/Objective-C and then let us worry about getting things like ads, game center, etc. working in Xcode. For those of us that want this advanced featured.

Now I understand that this feature is a bit more advance and is probably a pretty small percentage of your user base. I get that, I just wanted to voice my opinion :).
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Post » Mon Aug 11, 2014 3:22 pm

If I may suggest something, and I think it has been suggested before, it would be to be able to do something similar to custom behaviours using events, it is not a nessecary thing, but being able to define your ennemies with behaviours that you do in events could be a nice addition for some people.

@ArcadEd I think an exporter developement kit was in the todo list in the early C2, but it was abandonned, not sure of the reason. I also think scirra should not advertise third party wrappers, C2 does html5 and it does it in a great way, they cannot guarantee those exporter can do the job correctly (node webkit compatibility, cocoonjs tendency to break things + lack of memory management with C2, etc..), third party exporter should stay third party, and so be a potential option, like an added value, rather than a selling point. Since this is the current problem: a great html5 engine is mostly used outside it's bounds because people think the html5 is the added value, while it is the product. Just my 2 cents.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Mon Aug 11, 2014 3:23 pm

@Excal - Yep! That's the stuff ;) At the moment it's the only real thing I find myself wanting on a daily basis.

@Geometrix - Yeah that's actually pretty nifty. I am thinking to myself 'yeah but what if...' and not actually coming up with too many problems. I can see how to work your example to pretty much anything without using my normal convoluted group systems. I'll try it out next time I run into such a problem and see how it goes!
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