What next for Construct 2?

Discussion and feedback on Construct 2

Post » Mon Apr 22, 2013 1:18 pm

@Excal (at least for me) for some reason it only works when you're outside of the editor so it gets a little annoying ;)
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Post » Mon Apr 22, 2013 1:26 pm

You can undo with the image editor window open (multiple times) by pressing the back arrow, in the main editor...I only recently discovered that too!
As long as I can move left, right and fire, I'm Happy...
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Post » Mon Apr 22, 2013 5:12 pm

@Pixel perfick I'm the guy who voted for the reference search

I've never used a development environment with a "debugger" before, but this sounds like the laziest approach possible to me...
If you structured your events correctly, without mixing stuff all over the place, you should have an idea of the things you have to change if a bug happens, and that's where a better control over references is very important, as you can concentrate on making changes related to specific points.
And that also works when your project has to evolve...
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Post » Mon Apr 22, 2013 7:13 pm

@lemo Find references would be a great feature, and I'm hoping they will be added via the regular update process.

This is a light hearted vote and nothing is at stake here, but I don't see how using a debugger is lazy practice, it has many uses, fine tuning positions of objects, timing of sounds and events, to name a few.

Anything that makes the editor and ultimately any project made in construct 2 more robust has to be a good thing.
As long as I can move left, right and fire, I'm Happy...
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Post » Mon Apr 22, 2013 8:43 pm

i second Kyatrics opinion: Modularity features!
it's better to have features which help us out today and are technically interesting today rather than having yet another feature that will (probably) work in a year or so.. if at all.
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Post » Mon Apr 22, 2013 9:49 pm

Part 1

I know that some Ideas that I've wrote down here can be in some way designed in event sheet or already have in some kind community plugin/behavior. But my intention its to facilitate some users transforming this ideas to Oficial Plugins/Behaviors instead of Community Plugins/Behaviors which in many cases its bad or hard to use.

Suggestions:

- Add Patrolling into Pathfinder Behavior - Via pre-made path, linear path,circle path and patrol in area walking randomly.

- Explosion with Angle of Force - With the possibillity to set the force, direction cone angle and time of explosion radius expansion(fade-out explosion time).

- Add Avoid into the Pathfinder Behavior. With the possibility to set with Objects to Avoid(flee).

- Real FullScreen without black margins in .EXE mode independently of the monitor size.

- Easy Animation Movements like iTween of Unity3D - http://itween.pixelplacement.com/index.php

- Several Transition types between Layouts. (Fade-in,Fade-out and etc)

- Dynamic Shadows and Lightining.

- InGame Payment System Integration. (Google Wallet, PayPal,PagSeguro). Including some mobile payment systems would be Great.

- In-IDE/Editor download system to get functional Event Sheets, User-Made plugins/Behaviors.

- Community Sprites/Sounds/Tilesets/Backgrounds/CharSets and other stuff database system that integrated with In-IDE/Editor download system allows users to share and easy get stuff to apply on projects. (Nice for Dumb designers Like me )(Possibly sell stuff to like ShutterStock)

psycholize2013-04-22 21:55:18
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Post » Mon Apr 22, 2013 10:03 pm

[QUOTE=psycholize]

- Real FullScreen without black margins in .EXE mode independently of the monitor size.

[/QUOTE]

@psycholize

He will not care about it, you have to put a huge image on the background in scale fullscreen.Joannesalfa2013-04-22 22:04:19
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Post » Tue Apr 23, 2013 12:00 am

@Ashley

What about trails ?
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Post » Tue Apr 23, 2013 12:43 am

@Joannesalfa No need to bring the negativity from another thread in here. Every person that brings it up actually helps your cause.
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Post » Tue Apr 23, 2013 12:52 am

[QUOTE=Excal] [QUOTE=Gamezilla]
Well, depends on how good the debugger is. If he was to built a really good debugger, than it would take a lot of time than that would also be equivalent to him building the multiplayer capabilities. Chances are the debugger won't be that advance in the beginning to help you a lot in debugging advance games. I think a simple debugger can be made fairly quickly , this is base on my opinion. But I won't dwell on this so much because I think modular seems to be winning the vote now.[/QUOTE]

Ashley described what he had in mind for the debugger in the first post in this thread. Please read that to understand what the debugger is intended to do.

[/QUOTE]

ummm, should allow means it should be advance. the step through is not so advance, it goes exactly with what I'm saying? Can you re read the post and explain to me why you think I didn't understand it?
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