New features in Construct 2

  • I am not a java-script knowledgeable person. So, I will ask you guys dose this make sense?

    cnds["InstanceVariableSort"] = function (iv)
    	{
    			
    		var arr = new Array(arguments.length - 1);
    
            var i, len;
            for (i = 0, len = arguments.length - 1; i < len; i++)
                arr[i] = arguments[i + 1];
    
            // Apply to Math.min
            iv.set_float(Math.min.apply(null, arr));
    		
    		return this.instance_vars[iv];
    	};[/code:adyiepmx]
  • No, that code doesn't really make sense...! Looks like you pasted a random part of the runtime engine in to a condition routine!

  • I'm not sure if this is the better thread to raise the point I want to talk about, if not mods know what to do

    I've been thinking for some time about networking with construct and more specificaly making a server for a multiplayer game in construct. Basicaly the idea would be that clients are made to receive inputs from user and display the results of those actions to him. The inputs would be sent to a server (as well as the actionsof all the active players in the same game/party) which would compute the datas, events (collisions between sprites ? general game mechanic,...) and would broadcast back what to display to the client. You know, "basic" client/server exchange.

    In my gamer's experience I've been facing dedicated servers for games (quake, trackmania nations,...) and those were mainly console applications.

    So my point is in fact, would it be possible to have a new kind of application (maybe in the exporter of Construct 2) that would allow to make applications with no GUI but console.

    The plugins would still be loaded, but they would and require no graphical representation (if you catch my drift). This way, datas such as collision masks of sprites would still exist in the memory, but would nowhere be displayed and yet could still be tested for the collision event (for example).

    This way, such a server could natively run on linux system, needing lesser ressources (no GUI) and still would be programmed Construct's way.

    I hope I make myself clear and that this idea hits the developer's interest (if they haven't already considered it).

    if the idea could even be implemented in Construct 0.x (dropping the linux condition but at least would be able to be executed on windows for fewer ressources using python for the network communication) that would be also very great.

    In fact as long as this feature ends up in any version of Construct, I'd be the happiest

  • Sounds like such server could be done if someone created a node.js (+ maybe socket.io) exporter. Of course the server would need to have necessary node.js components installed. It would then be nice with an additional network component for the clients.

    I would encourage anyone who would take the time to do this

  • Are there plans that we can zoom in and out in the layout editor? (C2), I really miss that function in C0.x

    Its really handy if you are working with large layouts.

  • I haven't been able to check out the new C2 versions yet... but will we be able to embed music and sounds automatically in .exe's (when the exe exporter becomes available), and move away from Construct 1's system of packing folders with the .exe?

    If not, please consider it!

  • Are there plans that we can zoom in and out in the layout editor? (C2), I really miss that function in C0.x

    Its really handy if you are working with large layouts.

    You can already... there are buttons on the ribbon and the ctrl+mousewheel shortcut that was in 0.x also works in C2! Why did you think it wasn't there? Did I forget to add a different shortcut?

    MrMiller: we're sticking with HTML5 export for the time being.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • MrMiller: we're sticking with HTML5 export for the time being.

    I understand. I wasn't asking because I'm against HTML 5 or anything (which I'm not, I honestly don't know much about it at all since it's not a widely used or widely known standard yet), I just figured that since .exe is a staple of pretty much all game creators, that it's planned to be included at some point, and I was hoping that embedding music and sounds in the .exe would be the route this time instead of the folders system... just wondering...

  • [quote:39tegabj] You can already... there are buttons on the ribbon and the ctrl+mousewheel shortcut that was in 0.x also works in C2! Why did you think it wasn't there? Did I forget to add a different shortcut?

    Oh I see lol, thats amazing, did not know that there where shortcuts in C0.x

    Thanks Ashley

  • I understand. I wasn't asking because I'm against HTML 5 or anything (which I'm not, I honestly don't know much about it at all since it's not a widely used or widely known standard yet), I just figured that since .exe is a staple of pretty much all game creators, that it's planned to be included at some point, and I was hoping that embedding music and sounds in the .exe would be the route this time instead of the folders system... just wondering...

    I don't think it's planned to be included.

    As far as I can remember, it will be a paid for extension, and may not even be written by Ash, but by a 3rd party instead.

    My banner says it all.

    I haven't used C2 yet, and probably won't until/if an exe exporter is available.

    I'm still enjoying Construct 0.x, and it's the only programming tool that encroaches on my Unity and Java time.

    Krush.

  • When do we get the ability to have sounds in our games?

  • From the FAQ:

    [quote:1eqmo08k]Q: What happened to (or where is) <some feature>?

    A: C2 is very young. Features will be added in time. We probably want to add that feature, but haven't got there yet.

  • When do we get the ability to have sounds in our games?

    RojoHound made a sound plugin that you can use.

    While it's not ideal for music yet, it's definitely suitable for SFX.

  • I don't know if this is the right place to put suggestions but I'd guess so - anyway..

    I wonder if anyone else would like the idea of 'locking' events? As in to right click an event and select 'lock' in the same way as you would toggle, removing the 'new action' option from the event, making the event sheet look neater and avoiding accidental additions to events.

    Is this useful? I'm not sure, but it would be handy for those of us working on large projects and make it easier to determine when an event or group is 'finished' so to speak.

  • , have you seen the 'Hide new action links' option in the Events ribbon tab? That does that but for all events. It saves some screen space, and you can still add actions by right-clicking events. I thought it would make a good sort of "review" mode, where you tend to read and edit events more than you add them. Is that what you're after or is the finer control of group-by-group what you want?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)