What next for Construct 2?

    You can already save your project to a folder and overwrite the image files there... you just need to have Construct 2 closed. Is that something you need to do with Construct 2 still open?

    He's talking about quickly fixing a few pixels without having to close the program.

    Not something we need, just makes the process quicker. :)

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    i?ll add more suggestion that ARE important

    1- Jumping for plateform plugin ( without shift click)

    2- Websocket plugin (for online playing) , not for now but in the future since it will be dificult but alot of developpers need that

    3- and all others <img src="smileys/smiley17.gif" border="0" align="middle" />

    #1 is already doable. Just specify some other key (or whatever you want) instead of shift when making the jumping event.

    #2 There was already a websocket plugin done in previous releases. (make a search through the forum)

    The fact is that anyway websockets are not enabled by default in browsers and not yet fully implemented from a browser to another.

    It's better for now to leave it aside, when it will have became a fully fledged standard, than websockets should be dealt with.

    Alright, so I'm probably not going to finish the physics. Anyone else, feel free to do it, although you were already rightly allowed to.

    I'll make smaller things.. actually there's quite a few 'big' ideas (3d objects, among others) that I can easily see myself being motivated to make over physics for some reason. Just something about physics that has me lacking the motivation to work on it. Maybe it's hatred for my physics class turning me off T_T.

    Alright, so I'm probably not going to finish the physics. Anyone else, feel free to do it, although you were already rightly allowed to.

    I don't know if I could (my physics and maths skills are somewhat like early high-school level, and I don't have an immediate use for such a plugin. But in the middle term, I might consider it after being done with my currents milestones.)

    Could you upload what you already have done so far as a base to work upon please ?

    I'll make smaller things.. actually there's quite a few 'big' ideas (3d objects, among others) that I can easily see myself being motivated to make over physics for some reason.

    3D objects would require WebGL, right ?

    How would you consider incorporating this into C2 and the canvas object ?

    I found the J3D (javascript) library which demos are pretty impressive.

    Anyway, looking forward for such a plugin.

    I think Zack0Wack0 keeps his coding on github HERE. One of his projects is his own 2D HTML 5 game engine. A very busy guy :)

    Thank you Zen.

    My votes (in no particular order)

    • Families is a must
    • More precise collision checking is imperative... any game that does not use square or rectangle-based walls is unplayable, as far as I can see.

    As a note for 'eventually'

    • I think that the program would appeal to a much wider audience if you were to offer IOS and android exporters - perhaps integrating PhoneGap somehow (I have heard that it is open sourced, I could be wrong).

    I thought C2s collision was all-ready square-based, especially considering how we can make collision masks be per-pixel (not the best way to describe...). What I mean is that all of C2s sprites right now are the entire bounding boxes, whereas in CC the collision mask could just be the sprite itself.

    I think such a feature would be high on the list of things necessary to make C2 a fully-functional game-maker.

    Little reminder about things:

    * Families should make their way into C2 around the end of the year, beginning of next year. It is being worked on.

    * Polygonal collisions are being worked on too and will appear in a future release.

    * "Pixel-perfect" collision can't be achieved in HTML5 due to the lack of pixel manipulation in Javascript. So such a function WON'T make its way into the HTML5 exporter, polygonal collisions will do though.

    Draging event sheets from the Project panel list to the events editor could make them automatically "included":)

    Little reminder about things:

    [..]* Polygonal collisions are being worked on too and will appear in a future release.

    * "Pixel-perfect" collision can't be achieved in HTML5 due to the lack of pixel manipulation in Javascript. So such a function WON'T make its way into the HTML5 exporter, polygonal collisions will do though.

    You could always create collision-primitive shape for each sprite-object and use that. Because this is no 3D engine, the coll.prim "object" would be composed of a herd of few small separate circle-sprites, moved together by code, loosely covering the 'player' sprite's area. Use them for "is overlapping another object", which will be easier, when families become available. "Collision" family of objects.

    I see no pixel level access in C2, no alpha access to create a coll. mask so far even via plugin. But did a little search to find some plugin material:

    _http://stackoverflow.com/questions/2445166/collision-detection-in-java-game

    Does this "pixel perfect collision" example in Java makes sense to anyone?

    _http://www.javadocexamples.com/java_source/org/easyway/objects/sprites2D/Mask.java.html

    HTML5 is javascript based, not java.

    There's no pixel manipulation available in javascript.

    There is pixel manipulation in javascript:

    http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#pixel-manipulation

    But it's not very fast from the tests I've seen.

    Ashley's reason for implementing polygon collisions instead is pixel collisions wouldn't be fast enough.

    http://www.scirra.com/forum/pixel-perfect-collision_topic44099_post275971.html#275971

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