What types of plugins would you like to see?

Discussion and feedback on Construct 2

Post » Sat Apr 18, 2015 12:23 am

Since you are now an expert at edit side rendering, how about a simple behavior that displays the UID and/or IID of objects in the editor so you can more easily reference them in code?

I don't know how feasible is to render text in the editor, but if it's possible this would be very useful for trigger zones, managing multiple cameras, dummy colliders and the like. If it had a field for a custom ID that you could set like "cam01", "triggerZone02", etc... that was displayed in the editor and could be referenced like a variable in events it would be supper handy as well. Other ideas are the ability to display the collision polygon per object, bounding box, hotspot, angle, and action points.

It would be basically a helper behavior.
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Post » Sat Apr 18, 2015 12:45 am

It would be nice if we had a bit of insight into what C3 will do, or or how it will work.
Easier to plan for the changes.
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Post » Sat Apr 18, 2015 12:56 am

@Animmaniac: The UID is already visible in the properties for any selected instance of most non global plugins in the editor.
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Post » Sat Apr 18, 2015 1:08 am

How about an Image manipulator like in cc ?
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Post » Sat Apr 18, 2015 1:17 am

Kyatric wrote:@Animmaniac: The UID is already visible in the properties for any selected instance of most non global plugins in the editor.

Yeah, but only when selected and not very visible among other information. The idea is to have it visible at all times in the editor. A small blue box at the corner of the bounding box so you can see it at a glance without the need to fight layers to select an object.
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Post » Sat Apr 18, 2015 1:36 am

Oh I see. I hadn't understood the request like that.
Just make it like a switch to prevent clustered screen filled with too much informations. ^^
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Post » Sat Apr 18, 2015 2:33 am

Very nice thread, thanks a lot.

After 2 years, here are the only 4 features I miss compared to GameMaker or other engines. These are the only ones which make the C2 workflow slower, or less efficient than the GM one for specific tasks:

> Maximum size for exported textures. (<< the most important to me)
In GM, you can specify a maximum size for the sprite sheets.
It saved me a lot of time for the first version of Penelope when I was using GM.

Telling the software "convert all my 2048x2048 and 1024x1024 textures to 512x512 max and then scale them properly on rendering" is a superb feature for multiple platform exports.
Desktop version? Keep all in high quality for people playing in 4K
Web Demo or Mobile version? Yes, shrink down my HD backgrounds, the game as to be light to load faster or to run on low tech phones.
Having bad perfs on this system? Let's shrink everything to 256x256 max and see if this comes from the ressources.
Super useful. In the next months we'll see people playing in 720p AND people playing in more than 4K on the same kind of devices depending of how rich they are. Being able to make tests to find the best compromise seems very important to me.

> Automated spritefonts in C2.
The spritefont+ plug-in is very great.
But picking a font in GM and just say "yes, use this font" and let the software do its magic on the characters spaces etc... is so much faster.

> Paths
I'm using multiple Sine behaviors on the same object to achieve something ok-ish, or a waypoint system if I need something complicated, but most of the time, a simple Path system would be way, way more efficient and faster. The path editor in GM is pretty basic, but saves a lot of time for UI, cutscenes, flying enemies, visual effects like lullabies etc... With a tween param, It would also prevent the "let's use the lerp function even if I don't understand it that well" popular mistake.

> Oriented particles and particles preview without waiting for your full project to launch. I guess it would only be useful to graphic artists, but the particle system is close to great, but not there yet. At the end of the day, waiting one or two minutes for each small edit and the lack of oriented particles force most of us to use standard objects for visual effects, which I guess was not intended.

Thanks for reading!
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Post » Sat Apr 18, 2015 3:19 am

There are a lot of good suggestions so far.

some issues i have to unfortunately point out are that a lot of editor/export/etc. functionality isn't exposed to 3rd party developers in C2, so this might be something @Ashley should take into consideration for C3. I'd love to be able to make a "path editor" that opens up but it's just not possible with what C2's sdk gives me access to. however I am trying to think up some clever hack to work around this and potentially use global states in the editor and multiple plugins to define this type of information. A path plugin wouldn't be too much work to implement, and it seems sorely needed.

Image manipulator is a good idea too.

sprite fonts seem to be in great demand aswell.
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Post » Sat Apr 18, 2015 11:56 am

Don't go away yet! From top of my head, here are mine! :)

Behaviours:
Solid Plus - switch on or off collisions only between selected objects. Also support for isometric objects.
RTS Plus - Moving objects can avoid each other, too not to bump or overlap each other.
Array Plus - you can name columns and rows for ease of requesting data.
Isometric Movement - For rts or iso kb/pad controlled games. Allows to set different speeds to different directions. Specifying at what angles those directions are. Also, eventually, allows for slightly bend turning if two directional buttons are held (for example: forward and right if controlling char trough kb or pad )
Ladder/Bridge - self explanatory

Plugins:
Easy Menu - a plugin that easily lets you create menu's. Whatever can be done in ide, the rest can be set by events.
Easy Inventory - grid based drag-n-drop inventory, set size and number of cells. Has it's own array for ease of access trough events.
Easy HUD - Allows for creating HUD from predefined options.
Minimap - self explanatory
Dialog Progression ( for text ) - a plugin that lets you easily display text in succession. Additional option to create choices that appear underneath the displayed txt. ( ref. rpg maker )
2d pathfinding - Pathfinding for 2d games, includes following other object.

@Aurel Would be even better if texture plugin would support manually changing textures quality trough in-game options in menu.
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Post » Sat Apr 18, 2015 5:47 pm

2D vector shapes, such as lines, boxes, circles etc. That can be manipulated through control points. That would be a very nice addition I think.
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