Feature todo-list

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  • A working find/replace dialogue, so you can search for always: sprite32 set x and it will find all relevant events, (you couldnt do this with the old *now missing!* find dialogue) and you can replace them etc.

    extremely useful for large projects with lots of events. Also useful if you search for "x+10" and replace all with "x+600*timdelta" for example.

    filtering for the event editor, filter by object, filter by action, filter by condition, filter by anything else you can think of. Construct needs this for much the same reason, if you have a medium to huge project it will speed everything up 100fold. Would also be nice if you could chose to filter events that have actions for the object, conditions of the object, and events which the object appears in an expression for. The more precise this can be the better.

  • If there isn't already, an if thing would be useful when making equations.

    Such as: if(equation,true,false) or if(5+5=10, 1, 0)

    that would be great <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

  • filtering for the event editor, filter by object, filter by action, filter by condition, filter by anything else you can think of. Construct needs this for much the same reason, if you have a medium to huge project it will speed everything up 100fold. Would also be nice if you could chose to filter events that have actions for the object, conditions of the object, and events which the object appears in an expression for. The more precise this can be the better.

    es, definately, that would be very useful. If you have lots of objects and events in a game, it can be very hard to single out what you're looking for.

  • Construct needs wrapping for layers. The best would be if horizontal and vertical wrapping were separate choises <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • If there isn't already, an if thing would be useful when making equations.

    Such as: if(equation,true,false) or if(5+5=10, 1, 0)

    that would be great <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

    Try the 'Evaluate' system condition. It runs when the expression entered is nonzero. Note you can use following operators in expressions: AND OR = <> <= < >= >

    For example:

    Evaluate Sprite.X < 50 OR Sprite.Y > 100

  • I just remembered an expression feature I coded a very, very long time ago and forgot about: you can use the ?: operator like in C++.

    For example:

    Set Text object's Text to

    (MouseX < 320) ? "Mouse is on left" : "Mouse is on right"

    There's some weird stuff with operator precedence though, so you need the brackets around the condition as shown. Hopefully there aren't any other problems with it, I haven't used that for a long time...

  • Thanks for that! I'll definitely give that a go.

    I another feature, just like clickteam, could be a patch maker! <img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" />

  • I've probably already mentioned this somewhere, but the mouseandkeyboard object needs an option to not accept input when the window loses focus - as I mean I've never ever found myself needing it to move around when you're alt tabbed, and at the moment (if it's even possible) it's not that straightforeward to add with events.

    Also, I've definately mentioned this somewhere, but it needs a "Get current layout" value, that retrieves the current layout number. Or at least a restart current layout action, though the other thing would be preferable (why not add both heh)

    Also, if it's not been added yet (mentioned this already too), pick by highest/lowest expression would be very nice aswell, like pick by evaluate but it picks the one with the highest/lowest values.

    I know you probably know about all these things but I find myself needing them and desperately wanting them all the time. <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" />

    (sorry if this is a completely useless post - but need to get it off my chest <img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /> )

  • If it's not possible already... get loopindex for repeat/while/for each object loops would be nice (not 100% sure how it'd work - since they don't have names)

    I know you can do it already with events and some value or whatever, but this would simplify things.

  • Python modules are not handled very well right now. There is no way to tell Construct which modules should be used when test-driving your application, unless you first export an executable. But even then, after closing your project and re-opening it, you have to export an executable again, and tell it what modules to use again. This list of modules should be saved with your .cap, and you should be able to change it without exporting an executable. Otherwise, trying to use python becomes a painful experience.

  • Don't forget to add set X/Y components for ball! <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • Database object

  • random feature that could be useful. "Object Completely Overlapped by X". I know theres times I wish I could do this to detect things like ledges and the likes. I think it would be a much appreciated feature!

  • pick n random objects (like pick random object but pick n of them) - I spose you can use repeat loops or something so this prob isnt actually necessary, though I just thought of it and it might be nice.

    would a "get position of collision" be possible, ie you imagine sprites A and B are both huge

    on collision between A and B -> create EXPLOSION at (collisionx, collisiony), at the moment I don't know how to do this and make it not look stupid (if A and B are huge, and if they're irregular (ie not a circle) I can't do it well at all)

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  • I remember that getting position of collision was suggested back then, but Ashley said that it isn't that simple, as firstly, there can be many simultaneous overlapping pixels, and secondly, collisions are optimised that way that when first colliding pixel has occured, it conludes that sprites are colliding and stops further testing.

    Suggestion about picking: Action "remove object from selected object list"; I had this event where there was two sprites created and after creating action, there was an action that set an angle for them. The first object's angle was 0 and the second's 180. But when the second object was created, the first object was still on SOL and setting the angle at 180 would set both object's angle at 180.

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