what is not in construct 2 ? Suggestions for next updates...

Discussion and feedback on Construct 2

Post » Sat Aug 30, 2014 5:25 pm

hi,
i working with construct 2 and this things i think must be added in next updates ...
1.Turret behavior :
we can not pick some of an object (or family) as a target .. like objects with different instance variable (like different group) as a target.. (turret behavior just add all family or object as a target ....)
.........
2.debug system :
construct 2 is fast .. so faster then programming but if you have a bug it can get so much of your time because you must use somethings like texts or... to see what happens .. if when we start the game in preview we could see wich event and action runs (like when an action or event run they color change to green and events and actions which not running they get normal color..)
.......
3. dynamic pathfinding : pathfinding behavior is so good ... but ..
almost all good game engines have dynamic pathfinding .. and i know its so difficult .. but it can happen .. i mean pathfinding system must get more updates...
Suggestion : instead of generate obstacle map for each object, use just one obstacle map and generate that map in so many frame (dont generate obstacle map in one frame .. generate just some of that in each frame ... then we have obstacle map in like every 2-4 seconds .. because every piece of that maked in one frame ...then use the same thing for calculate patch for each object .. so we have no lag ... and objects no more overlap eachother
and we can have heavy algorithms like dynamic pathfinding…
construct 2 just do every thing in 1 frame and this make this good engine a little solid … you just can do heavy thins in more then one frame…)
..
.......
4. export to full screen windows game: ... (node-webkit is good but we can not have a really full screen mode (its just have maximum window size))
......
thanks for this good game engine
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Post » Sat Aug 30, 2014 9:00 pm

1. Please give an example of how picking only an instance of an object type would help. Also see the provided example capx.
2. Construct2 has a debugger.
3. It's not up to Construct to do it, but actually to you to delay those type of operations so the request to regenerate the obstacle map is not happening every tick.
4. Use the Browser action "Request full screen".
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Post » Sun Aug 31, 2014 11:56 am

Kyatric wrote:1. Please give an example of how picking only an instance of an object type would help. Also see the provided example capx.
2. Construct2 has a .
3. It's not up to Construct to do it, but actually to you to delay those type of operations so the request to regenerate the obstacle map is not happening every tick.
4. Use the action "Request full screen".

Hi.
Thanks for tip 4 now I can use full screen and I am so happy.. its good...
1. I have 2 player and each player can create tank and I must use diffrent instance variable like group and for player 1 set group to 1 and for player 2 set that to 2.. then I must pick tanks with instance variable group 1 and set target to other group... if we use tank as target of tank ..then tanks shoothing themself.
I had to make my own targeting system for that...
If its still unclear i can upload a capx example...
...
And I just say dynamic pathfinding is missing in construct 2 ...
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Post » Mon Sep 01, 2014 4:42 pm

Isometric functionalities:
TileMap
Pathfinding
Zorder
Slope/elevation
Create your own Isometric Runner Game using C2:

Image

Check out my game "Last of the Survivors":
Play Store
App Store
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Post » Mon Sep 01, 2014 7:16 pm

"Solid filter"

I'm not sure if that is the most appropriate name, but the overall idea is to let the user define certain objects to be able to go thru objects defined as solid. For instance, player can't cross certain object but enemies can.

As far as I know there is no way to do this. ( If this is already possible then please tell me how lol ).
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Post » Mon Sep 01, 2014 7:30 pm

All of that can be done in events... no idea what dynamic pathfinding, or slope/elevation means.

@NEONN64 use a dummy object
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Post » Mon Sep 01, 2014 8:38 pm

There is something that I think can`t be done via events. Please correct me If I am wrong, but I hove no idea how I could make a split screen action games, where each player would be on a different part of the layout. Like the multiplayer modes on early Sonic games, for example.
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Post » Wed Sep 03, 2014 5:42 pm

newt wrote:All of that can be done in events... no idea what dynamic pathfinding, or slope/elevation means.

@NEONN64 use a dummy object


What do you mean by "a dummy object" ? And a dummy object of what? The solid? The player? The enemies ?

:?:
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Post » Wed Sep 03, 2014 5:56 pm

The bridge, but not as a solid.
You will need to use overlap, or overlap at offset in events.
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Post » Wed Sep 03, 2014 5:59 pm

CleitonEldron wrote:There is something that I think can`t be done via events. Please correct me If I am wrong, but I hove no idea how I could make a split screen action games, where each player would be on a different part of the layout. Like the multiplayer modes on early Sonic games, for example.


I think the canvas plugin and paster plugin could be used that way, but I kind of agree with the fact that being able to handle multiple viewports of the same layout would be nice
Game design is all about decomposing the core of your game so it becomes simple instructions.
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