Dev poll: next feature to implement

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  • Oh, is charset declared in the HTML file? I'm not sure if that influences the canvas object...

  • Try putting:

    <meta charset="UTF-8" />[/code:3dp05toi]
    
    Immediately under the <head> tag in your HTML source.  If this works, C2 should export all HTML with that tag in it.
  • That's probably it actually, the HTML5 exporter writes a UTF-8 HTML file.

  • The meta charset isn't fully supported by some browsers, this is better supported and equally acceptable:

    <meta http-equiv="Content-Type" content="text/html;charset=utf-8">

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  • Meta charset is an HTML5 tag, and we can safely assume the user playing the game is on an HTML5 browser!

  • Event groups are worth to implement !

    Here is why !

    When they are used accurately, they give you a very simple way to handle complex scenarii and state based actions, the most well know being in game menus !

    In the page above, I show how use groups to handle motion and handle user typed commands ! (see the link)

  • Event groups are worth to implement !

    Here is why !

    When they are used accurately, they give you a very simple way to handle complex scenarii and state based actions, the most well know being in game menus !

    In the page above, I show how use groups to handle motion and handle user typed commands ! (see the link)

    They are nice, but we can use instance variables for now.

    Plus we have the boolean type which does speed things up a bit.

  • It appear to be a very, very quick answer...too quick !

    What about this NPC (Non Playable Character) ?

    <img src="http://www.programaths.be/construct/state/npc.png">

    He has 7 states, so 7 groups.

    With boolean, the first few interactions have to be checked with :

    <span class="syntaxdefault">
    if�</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">not</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">$shield</span><span class="syntaxkeyword">)</span><span class="syntaxdefault">�and�not</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">$sword</span><span class="syntaxkeyword">))</span><span class="syntaxdefault">�
    </span><span class="syntaxkeyword">{
    </span><span class="syntaxdefault">��say</span><span class="syntaxkeyword">(</span><span class="syntaxstring">"you�should�grab�..."</span><span class="syntaxkeyword">);
    }
    else
    {
    </span><span class="syntaxdefault">�if</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">$shield</span><span class="syntaxkeyword">)
    </span><span class="syntaxdefault">�</span><span class="syntaxkeyword">{
    </span><span class="syntaxdefault">��say</span><span class="syntaxkeyword">(</span><span class="syntaxstring">"grabb�sword"</span><span class="syntaxkeyword">);
    </span><span class="syntaxdefault">�</span><span class="syntaxkeyword">}
    </span><span class="syntaxdefault">�else
    �</span><span class="syntaxkeyword">{
    </span><span class="syntaxdefault">��if</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">$sword</span><span class="syntaxkeyword">)
    </span><span class="syntaxdefault">��</span><span class="syntaxkeyword">{
    </span><span class="syntaxdefault">����say</span><span class="syntaxkeyword">(</span><span class="syntaxstring">"grabb�shield"</span><span class="syntaxkeyword">);
    </span><span class="syntaxdefault">��</span><span class="syntaxkeyword">}
    </span><span class="syntaxdefault">��else
    ��</span><span class="syntaxkeyword">{
    </span><span class="syntaxdefault">���say</span><span class="syntaxkeyword">(</span><span class="syntaxstring">"Do�you�want�to�..."</span><span class="syntaxkeyword">);
    </span><span class="syntaxdefault">���if�</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">$wantlearn</span><span class="syntaxkeyword">)
    </span><span class="syntaxdefault">���</span><span class="syntaxkeyword">{
    </span><span class="syntaxdefault">����</span><span class="syntaxkeyword">....
    </span><span class="syntaxdefault">���</span><span class="syntaxkeyword">}
    </span><span class="syntaxdefault">��</span><span class="syntaxkeyword">}
    </span><span class="syntaxdefault">�</span><span class="syntaxkeyword">}
    }
    </span><span class="syntaxdefault">�</span>[/code:dwc5r2aw]
    
    Etc...A big pain in the ass, unless you use a "state" variable that you have to keep consistent between all events.
    
    And this one is a trivial NPC because he doesn't offer quests that depends on others quests 
    Etc.
  • You can simulate groups with subevents (which I think newt was suggesting): put a bunch of events as subevents to an event which is something like "Is MyBoolean Enabled" (stored in some instance variable, because that's the only place you can store variables right now). To disable the group, set the boolean to false. It works with triggers, events, anything you can put in an ordinary event group.

  • Event groups are worth to implement !

    Here is why !

    When they are used accurately, they give you a very simple way to handle complex scenarii and state based actions, the most well know being in game menus !

    In the page above, I show how use groups to handle motion and handle user typed commands ! (see the link)

    I use groups in same way too.

  • Ok,now I picture it

    But I find group more suitable, not for a technical point of view :p

  • I agree wholeheartedly, but from form rather than function.

    I like the fact you can hide all that code.

  • That could be done by folding sub-events into top-level event.

  • i am surprised that families don't have more votes.....

    i have found that coding a project of any size is a major pain in the rear with out them

    you need families for reusable code which is essential to medium to large projects.

    behaviors can be easily be replicated with events (most of them anyway)

    families cannot be replicated however.

    not to mention you can use families to easily replicate the more complex behaviors as well as a lot of other features

    besides families, we need animations!(for obvious reasons)

  • My personal list of the four most vital features to implement first:

    * Behaviours

    * Animations/Image Editor

    * Fine collision detection

    * Families

    Fine collision detection is a given, and I'd rather have it among the first three major features implemented. I can make do without families for now.

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