eventing in construct slow?

This forum is currently in read-only mode.
  • Whilst i find construct has a far superior event editor i'm finding eventing in construct to be so much slower than in mmf.

    Also construct doesnt appear to have any consistancy when selecting object actions, you right click to create a condition, left click the object to bring up the actions, double click objects to get expressions, plus you have to keep pressing the next button. I've finding it very slow going.

  • If you're used to MMF, it's definitely going to take some time to get used to the different interface in Construct. Once you have used it a bit I think you'll find it much better. For example, you don't need to keep clicking next, you can just double click everything, which makes it really quick to zip through the process easily.

  • Oh yes, you're right thats much better.

  • I also think that Enter should go to the next entry field or press next when you're on the last one, but I'm not sure how hard that would be to implement.

    But I know that I can get through an event in about six seconds if I know where everything is, that would probably cut it down.

    Perhaps shift+enter could do that when you're on a multiline text field.

  • I also think that Enter should go to the next entry field or press next when you're on the last one, but I'm not sure how hard that would be to implement.

    But I know that I can get through an event in about six seconds if I know where everything is, that would probably cut it down.

    Perhaps shift+enter could do that when you're on a multiline text field.

    Shift+Enter seems counter-intuitive. The default for most apps is Tab changes to the next field (which Construct does already), and Enter activates OK, so making Enter by itself activate Next and Finish would be the most logical choice.

  • i agree with deadeye, using msn messenger as an example, pressing "shift+enter" should be used to move the cursor to a new line whilst pressing "enter" should "accept" the actions you just did

  • I think the doubble-klicking is perfect, but there is one thing that annoys me. There are too many actions to choose XD.. One thing that i would really like is a search box. You create a new event, you klick on an object (a sprite for example), then you write for example "an anim..." then ther's only the "An animation playing" event showing. Like when you're searching in itunes!

  • I think the doubble-klicking is perfect, but there is one thing that annoys me. There are too many actions to choose XD.. One thing that i would really like is a search box. You create a new event, you klick on an object (a sprite for example), then you write for example "an anim..." then ther's only the "An animation playing" event showing. Like when you're searching in itunes!

    The tabs (along the bottom) help plenty in this regard.

  • Still, I like Attan's idea. It would be better too if the search was default to active, kinda like Vista's start menu. As soon as you open the dialog, start typing, arrow down once or twice if needed. Quick, and a good supplement to tabs.

  • Or maybe allow it to scroll to alphabet on keypress, like in an Explorer window. Just press T and it scrolls to the next item starting with T, from current selection or top, to the bottom then back to top.

  • a search box. You create a new event, you klick on an object (a sprite for example), then you write for example "an anim..." then ther's only the "An animation playing" event showing.

    I've often felt the needing of something like that in MMF while making complex games. I totally second this idea.

  • Or maybe allow it to scroll to alphabet on keypress, like in an Explorer window. Just press T and it scrolls to the next item starting with T, from current selection or top, to the bottom then back to top.

    It's allready like that, but too many actions start with the same letter, so it's not very practical either.

  • The problem why eventing in Construct is slow is because you're required to scroll down to get to several actions.

    I think a simpler solution is to replace the list with a tree. All items are collapsed by default, and a single click on an item will expand it. This will pretty much eliminate the need for scrolling, and will make eventing much quicker.

  • I really like that idea.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • The problem why eventing in Construct is slow is because you're required to scroll down to get to several actions.

    I think a simpler solution is to replace the list with a tree. All items are collapsed by default, and a single click on an item will expand it. This will pretty much eliminate the need for scrolling, and will make eventing much quicker.

    I don't know about anyone else, but I've done so much event coding in Construct now that I pretty much have the list memorized. When I code events my scroll-wheel finger is on auto-pilot and stops where it needs to. Having a tree that you need to click on would just slow the process down by adding extra clicks.

    Unless Construct could memorize what nodes I have expanded so I don't have to click them every time. That would be okay.

    The one major thing I think would speed up event coding is sorting objects into folders, and having the option to exclude objects or folders of objects from the event lists (for instance, background tiles that don't have any purpose except decoration). But that's on the to-do list I think, so I'll just wait patiently.

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