What Features Do You Want To See In The Future C2?

  • Hexagonal and Isometric Tilemap support. Please?

    Yes please! Please, please, please, please, please!

  • I forgot what they are called, but someone was showing me in Unity they have functions that trigger across ticks. So, you could say on function X, make the sprite slowly change opacity over Y seconds. This would save a whole heap of time for me!

  • Hi Tobye, I believe that was me. What you're referring to are called coroutines. They're pretty advanced, but they are very useful.

    For a full description: http://en.wikipedia.org/wiki/Coroutine

  • I forgot what they are called, but someone was showing me in Unity they have functions that trigger across ticks. So, you could say on function X, make the sprite slowly change opacity over Y seconds. This would save a whole heap of time for me!

    This might not be exactly what you're after, but you can do this by delaying actions in a loop with a wait -> loopindex*whatever action.

  • I forgot what they are called, but someone was showing me in Unity they have functions that trigger across ticks......save a whole heap of time for me!

    I wish we had something like this built in as well. The Transitions in the Corona SDK are also like this. Brilliantly simple and powerful - a bit like every object having LiteTween built in... In one line of code you can command an Ease-Transition for position, angle, opacity and other attributes and then the engine would do the rest. Sigh...

  • Ability to make dependencies/connections between objects in Layout editor.

    For example:

    I have two sprite objects. One for "lightbulb" sprite and one for "radius" sprite.

    Than you could make a "connection" between them - maybe a value? (something like object variables but you could specify "what" you want to connect).

    So in "lightbulb" you made a value called "radius" that is connected to "radius" sprite size. And every time when you change this value other sprite will update in editor. Same for position etc.

    Maybe like interactive containers in layout editor? Not sure properly how to call this,

    I know that you could just move one object to a position, then move another to that position and change it size. Or do that in events.

    But this is time wasting if you need to make a lot of that objects. And if you do that by events, you need to preview every time you make a change.

    Just an idea.

  • PS4/Xbox One support..

    GameMaker will be supporting Xbox One very soon..

    http://www.gamasutra.com/view/news/2230 ... ra+News%29

  • I was about to come in post what did.

    I think the number one feature is native exporting. I know it's a huge task, but I know I would be willing to buy and upgraded license (above business) that support multiple native exporters. I'm not even sure if it's possible with C2, but game maker is doing it, unity does it, this new one called Spark Tools is coming soon

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    I just think the dependency on third party wrappers needs to come to an end. I would be happy if we could natively export to say Xcode/Objective-C and then let us worry about getting things like ads, game center, etc. working in Xcode. For those of us that want this advanced featured.

    Now I understand that this feature is a bit more advance and is probably a pretty small percentage of your user base. I get that, I just wanted to voice my opinion <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

  • If I may suggest something, and I think it has been suggested before, it would be to be able to do something similar to custom behaviours using events, it is not a nessecary thing, but being able to define your ennemies with behaviours that you do in events could be a nice addition for some people.

    ArcadEd I think an exporter developement kit was in the todo list in the early C2, but it was abandonned, not sure of the reason. I also think scirra should not advertise third party wrappers, C2 does html5 and it does it in a great way, they cannot guarantee those exporter can do the job correctly (node webkit compatibility, cocoonjs tendency to break things + lack of memory management with C2, etc..), third party exporter should stay third party, and so be a potential option, like an added value, rather than a selling point. Since this is the current problem: a great html5 engine is mostly used outside it's bounds because people think the html5 is the added value, while it is the product. Just my 2 cents.

  • Excal - Yep! That's the stuff At the moment it's the only real thing I find myself wanting on a daily basis.

    GeometriX - Yeah that's actually pretty nifty. I am thinking to myself 'yeah but what if...' and not actually coming up with too many problems. I can see how to work your example to pretty much anything without using my normal convoluted group systems. I'll try it out next time I run into such a problem and see how it goes!

  • Aphrodite,

    Yes, I agree 100 percent. I, for one, probably would not have invested the time into C2 from the beginning if it was promoted as an HTML5 only engine, I probably would have learned something else. Now I feel really proficient at C2, and for the most part, I can get wrappers working just fine. There are just annoyances along the way, and I don't think they will truly ever go away.

    I am just wondering now if it is truly time to jump to another engine that has more features that I actually need, instead of expecting Scirra to create something that C2 was never intended to do .

  • If I may suggest something, and I think it has been suggested before, it would be to be able to do something similar to custom behaviours using events, it is not a nessecary thing, but being able to define your ennemies with behaviours that you do in events could be a nice addition for some people.

    Sounds a lot like "modularity". People used to suggest this feature under the name "widgets" as well.

    people think the html5 is the added value, while it is the product.

    I think you hit the nail on the head with this sentence.

  • I think an exporter development kit was in the todo list in the early C2, but it was abandoned, not sure of the reason.

    Yeah, that's why in C2 folder "html5" is in "exporters" folder. And in C2 itself there's a "Configurations" panel where you can choose html5 only... and it's been like that since first public release.

    third party exporter should stay third party, and so be a potential option, like an added value, rather than a selling point. Since this is the current problem: a great html5 engine is mostly used outside it's bounds because people think the html5 is the added value, while it is the product

    That's the best thing someone have said in a long time on this forum.

    I've been expressing my self in this subject many times, but people seems to feel fine relying on third party exporters that keeps breaking apart usually every update or so.

  • 1. Cloud save to Google Play, iCloud, and Steam.

    2. An easier way to implement virtual joystick touch controls like Final Fantasy IV.

    3. A simpler way to create a grid scrolling game like Zelda or Pokemon. The current tilemaps don't provide that much in terms of walk permissions or front-back depth.

    4. Actions over time. Instead of just set position to x,y, I'd like something like glide to x,y over z seconds. It would make designing the UI a lot easier. Even Scratch had stuff like that.

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  • Nodewebkit seems to work great as an exporter without any noticeable problems. Or am I wrong?

    With ios8 & Android L, phonegap should solve all export problems on these 2 platforms.

    As far as I know the WiiU export works quite well too

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