What I want to see in Construct 3.

  • I'm a long time user of Construct 2 and just moved to Construct 3, There has been a few things in C2 that I wanted but never got so I'm hoping by posting this message I may finally get what I've desired for so long.

    I'm making a list for easy reading.

    1. Text Input Plugin

    I'd like to be able to change the color of the back ground. The Text, Give it a drop shadow and if I so choose to remove the background of the plugin all together.

    2. Tilemap Plugin

    I'd like to be able to have a function to (Set Tile at Tile Number) There has been this missing function where you already know the number in the Tilemap.

    3. User Media

    Now I know some clever people have figured out how to do this but what I'm looking for is for the user to be able to talk to another player using this plugin. Maybe expand upon it with some kind of local connection to the host.

    4. Change design of Construct 3 to Construct 2

    I'm so use to the Construct 2 design that I personally like it more than the C3 one so i'd like an option to change it to look more like what I'm used to.

    5. Open C2 projects

    I'm not sure if this works but if not I'd like to be able to open a C2 project in C3.

    I know this might be a big challenge and maybe not even do-able but it would be nice.

    6. Audio

    Now I think it would be cool if a character in the game would give the player some kind of doppler effect. Maybe have a check box for like "Objective is listening?" So the audio would relate to that lone object then you could place more local sound effects in the game. It's just a thought but I think it would make the games feel more alive.

    7. Tile map Drag to Remove

    Basically I want to be able to use the eraser but with the drag box feature to remove items.

    Alright thank you for the time.

  • 1. I believe you can style Text Box using CSS - change background and everything. But personally I don't like using form controls, it's better to make your own version of TexBox, here is the tutorial.

    2. What's wrong with "Set tile" action?

    5. C3 can open C2 projects, but if you used any C2 addons, then need to be installed in C3 as well.

  • Cool I did some testing and found out C3 will open C2 projects which I'm extremely happy with.

    About Set Tile,

    Ok so Set Tile wants a X & Y Cord but when you send a message over the network to change one of the tiles it becomes more complex then simply entering Mouse.X or Mouse.Y

    It's hard to explain but I'll do my best here so bare with me.

    Tilemap image Broken into a

    10 x 10 grid.

    You place the tilemap on the canvas and now the tilemap on the canvas has it's own index.

    (We're not talking about the 10x10 grid for that the image is broken down into)

    Example:

    1 2 3 4 5

    6 7 8 9 10

    ect...

    If you try Mouse.X and Mouse.Y you get a weird thing where it looks like this

    1 2 3 4 5

    2 2 3 4 5

    3 3 3 4 5

    4 4 4 4 5

    5 5 5 5 5

    Then you have the problem where you can't say oh Mouse.X or Mouse.Y because Mouse.X and Mouse.Y locally are changing every Tick.

    You see the problem here?

    Now instead of going off cords you say hey, I know the Index I want to change so (Set Tile At Index)

    to (Multiplayer.Message)

    I know this isn't a common problem but it's a problem I've had, I know there is some work arounds with json but it would be so nice if I could just click click insert multiplayer.message and be done.

    I hope that makes sense \_(-_-)_/ I did my best

  • I read your comment several times... Either I don't understand your issue, or you don't understand how tilemap works.

    If you have 10x10 tilemap and you want to set tile at row number 1, column number 4 (they are zero-based), you do Set tile (4, 1)

    If you need to set tile at mouse coordinates: Set tile (Tilemap.PositionToTileX(Mouse.X), Tilemap.PositionToTileY(Mouse.Y))

    There are a few other expressions to convert from screen coordinates to tilemap index and back in the official manual.

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  • I really miss the ability to delete game's saves.

    We have Save, Load and Load from JSON action in the System actions.

    But one have to make some not-so-intuitive workarounds to delete save.

    Ashley if it's technically hard to delete a save file from user's device, mb it is possible to build in some workaround?

    Like instead of "really" deleting a file we could:

    - mark it as inactive

    - drop it's content

    - edit and erase it's content

    - flag it for overwriting

    Smth like that to make the save slot empty for user's perspective at least.

    I'm no way an engineer for that, just my thoughts.

  • I read your comment several times... Either I don't understand your issue, or you don't understand how tilemap works.

    If you have 10x10 tilemap and you want to set tile at row number 1, column number 4 (they are zero-based), you do Set tile (4, 1)

    If you need to set tile at mouse coordinates: Set tile (Tilemap.PositionToTileX(Mouse.X), Tilemap.PositionToTileY(Mouse.Y))

    There are a few other expressions to convert from screen coordinates to tilemap index and back in the official manual.

    You don't understand my issue which is fine.

    Also for the command you're referencing here you should check out the tutorial I did in 2015 about it. I noticed you was using ( ) in wrong places so hopefully it will help.

    scirra.com/tutorials/4816/how-to-make-mouse-erase-tile-from-a-tilemap-in-game

    Ashley can you create a command for the tilemap [ Set at Tile Index]

    It's not about taking a position to find the index but instead already knowing the index and just referencing it.

  • I don't have issues with tilemaps and all my ( ) are in the right places :)

    You mean you want to set tile by number? For example, "Set tile #57"?

  • I want to see the ability to run multiple preview windows, this is important for testing multiplayer. It is especially important to be able to run multiple debug windows

  • You can covert an x, y to an index and back again. Since your goal seems to be sending only one number.

    Index = x + 10*y

    X = index%10

    Y = int(index/10)

    Where 10 is the number of horizontal tiles. Change as needed.

    You could also alternatively send multiple values in some text with commas in between, and use tokenat to separate them later.

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