> You will never find perfect tool for doing everything everybody wants. C2 is a perfect tool for any 2d game genre (not 2.5d, not 3d). It's more like a game engine or framework and it's only up to You how You want to use it.
Right, and I think that's an important part of the conversation. Is C2 right for every game, and the answer's clearly not. It *is* however, marvelously suited for certain types of game, and I think we're exploring that here.
> Inventory? I've made full inventory system with options like examine items/logs, read logs, combine items, use items.. in one day using arrays and families - with only simple knowledge about arrays.
Exactly, it could be done, but it's not naturally built in to the engine. With your experience, and knowledge of arrays, you were able to create that capability, but someone with no knowledge of collision physics can make a couple clicks and have a functioning platform, because that is built into the game. On a fundamental level, C2 supports platformers, and similarly does not have that same support for fundamental components of RPGs, as you illustrated.
I'm thinking like Arima that you can do any kind of 2D games with C2.
The fact that "there isn't an inventory plugin" doesn't prevent from being able to build such a system.
I believe that's actually one of the major strength of C2 that it doesn't restrict you to only a certain specific type of system and actually allows you to make the system you want, that will be adapted to the game you're making.
Sure you can have a platformer prototype in matter of seconds. Though in my experience, I've always had to build on/around that behavior or even make my own platformer behavior/system in events to really get what I was looking for.
The platformer behavior, like the sprite plugin, is a brick, a tool.
And the platformer behavior REQUIRES the sprite plugin.
Are you asking for some kind of inventory plugin ?
The issue there is about what you would expect from such a plugin actually, and if one that brings enough "general" features could really be made.
IMO, it's "easier" to propose a "mainstream" platform behavior that offers "common" features. I'm not sure the same could be done with an inventory. Apparently it also appears platformers are a kind of game that appeals to a lot of aspiring game makers.
The very way the inventory works depends on your game mechanics.
Then, the way to make an inventory HUD is pretty different considering if your project/inventory accepts mouse inputs, keyboard inputs or/and touch inputs. Are you making an adventure game, a JRPG, a platformer, ... ?
I believe those games don't expect the same kind on inventory, and what this system does totally depends on how you're designing it.
Anyway, it could be an interesting challenge to propose to the third-part plugin makers, if one isn't already around.
What should a basic plugin do ? I'm interested in the opinions of everybody on that point.
And once again, I believe it's not because you can't throw a "all-made" plugin in your project that it means that C2 isn't (or is less) appropriate for it or the type of games it's used for. You have access to data structure objects like arrays or dictionary that are the fundamental components of an inventory system.
The only thing it means is that it will take a bit longer to make and requires a bit more knowledge on your part. A little more design too, but it's also part of the fun of game making imo.