what is not in construct 2 ? Suggestions for next updates...

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  • hi,

    i working with construct 2 and this things i think must be added in next updates ...

    1.Turret behavior :

    we can not pick some of an object (or family) as a target .. like objects with different instance variable (like different group) as a target.. (turret behavior just add all family or object as a target ....)

    .........

    2.debug system :

    construct 2 is fast .. so faster then programming but if you have a bug it can get so much of your time because you must use somethings like texts or... to see what happens .. if when we start the game in preview we could see wich event and action runs (like when an action or event run they color change to green and events and actions which not running they get normal color..)

    .......

    3. dynamic pathfinding : pathfinding behavior is so good ... but ..

    almost all good game engines have dynamic pathfinding .. and i know its so difficult .. but it can happen .. i mean pathfinding system must get more updates...

    Suggestion : instead of generate obstacle map for each object, use just one obstacle map and generate that map in so many frame (dont generate obstacle map in one frame .. generate just some of that in each frame ... then we have obstacle map in like every 2-4 seconds .. because every piece of that maked in one frame ...then use the same thing for calculate patch for each object .. so we have no lag ... and objects no more overlap eachother

    and we can have heavy algorithms like dynamic pathfinding…

    construct 2 just do every thing in 1 frame and this make this good engine a little solid … you just can do heavy thins in more then one frame…)

    ..

    .......

    4. export to full screen windows game: ... (node-webkit is good but we can not have a really full screen mode (its just have maximum window size))

    ......

    thanks for this good game engine

  • 1. Please give an example of how picking only an instance of an object type would help. Also see the provided example capx.

    2. Construct2 has a debugger.

    3. It's not up to Construct to do it, but actually to you to delay those type of operations so the request to regenerate the obstacle map is not happening every tick.

    4. Use the Browser action "Request full screen".

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  • 1. Please give an example of how picking only an instance of an object type would help. Also see the provided example capx.

    2. Construct2 has a .

    3. It's not up to Construct to do it, but actually to you to delay those type of operations so the request to regenerate the obstacle map is not happening every tick.

    4. Use the action "Request full screen".

    Hi.

    Thanks for tip 4 now I can use full screen and I am so happy.. its good...

    1. I have 2 player and each player can create tank and I must use diffrent instance variable like group and for player 1 set group to 1 and for player 2 set that to 2.. then I must pick tanks with instance variable group 1 and set target to other group... if we use tank as target of tank ..then tanks shoothing themself.

    I had to make my own targeting system for that...

    If its still unclear i can upload a capx example...

    ...

    And I just say dynamic pathfinding is missing in construct 2 ...

  • Isometric functionalities:

    TileMap

    Pathfinding

    Zorder

    Slope/elevation

  • "Solid filter"

    I'm not sure if that is the most appropriate name, but the overall idea is to let the user define certain objects to be able to go thru objects defined as solid. For instance, player can't cross certain object but enemies can.

    As far as I know there is no way to do this. ( If this is already possible then please tell me how lol ).

  • All of that can be done in events... no idea what dynamic pathfinding, or slope/elevation means.

    NEONN64 use a dummy object

  • There is something that I think can`t be done via events. Please correct me If I am wrong, but I hove no idea how I could make a split screen action games, where each player would be on a different part of the layout. Like the multiplayer modes on early Sonic games, for example.

  • All of that can be done in events... no idea what dynamic pathfinding, or slope/elevation means.

    NEONN64 use a dummy object

    What do you mean by "a dummy object" ? And a dummy object of what? The solid? The player? The enemies ?

  • The bridge, but not as a solid.

    You will need to use overlap, or overlap at offset in events.

  • There is something that I think can`t be done via events. Please correct me If I am wrong, but I hove no idea how I could make a split screen action games, where each player would be on a different part of the layout. Like the multiplayer modes on early Sonic games, for example.

    I think the canvas plugin and paster plugin could be used that way, but I kind of agree with the fact that being able to handle multiple viewports of the same layout would be nice

  • Aphrodite Thank you, I will take a look at those plugins.

  • The bridge, but not as a solid.

    You will need to use overlap, or overlap at offset in events.

    Mhh... I'm still not following you (what do you mean by bridge?).

    Perhaps a little example can make thing easier.

    Black is solid, green is player, red is enemy.

    Player should be able to stand on solid and be stopped by it (so he is forced to jump over it/climb it/go around it ). Enemy should be able to pass through solid as if it was just a background. If both (enemy and player) touch the solid at the same time, player should be stopped and enemy should be able to cross it.

  • I'm quite new with serious construct usage so maybe it can already be done (although I didn't see an option to), but I think object based logic could really take C2 a notch. Just like unity, allow each object have its own logic (event sheet), so that the main game event sheet isn't too long and (sometimes) quite unreadable...

    so instead of "If ball overlaps grass OR ball overlaps spring OR .....", write it the other way around by defining an event sheet logic to "grass" or "spring" when a ball overlaps them.

  • I'm quite new with serious construct usage so maybe it can already be done (although I didn't see an option to), but I think object based logic could really take C2 a notch. Just like unity, allow each object have its own logic (event sheet), so that the main game event sheet isn't too long and (sometimes) quite unreadable...

    so instead of "If ball overlaps grass OR ball overlaps spring OR .....", write it the other way around by defining an event sheet logic to "grass" or "spring" when a ball overlaps them.

    You can just create an object specific event sheet and use the include function on your main event sheet.

  • Mr E Bear, I guess this WOULD achieve the same effect. Less organized, skimming through dozens of event sheets, but that'll do the job Thanks!

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