Construct is a great engine, no doubt about it. However, after I have been working with it for quite a while I have noticed that collision can be quite tedious in games embracing art styles similar to ubi-art games. I am currently working on a project like this. And even though Construct 2 is not as flexible in the creation of collision as Ubiart engine (https://youtu.be/XoLpPw864eA?t=143) I can actually convey a similar graphical feeling by adding, rotating, mirroring, resizing and overlapping a lot of 2D objects. However, these 2D-objects are only a graphical representation of the world and the built in "object vector maps" does not suffice for a bug-free experience. The issue I am having is that the location of the graphics is not always coherent where you want the collision to be positioned, resulting in a lot of bugs arising from collision overlapping, gaps etc. In order to get rid of this I have made dummy-"collission"-objects on a separate collision layer. then I can stretch rotate and position these to my specific needs, the backside is that I have invisible objects that still require to be drawn and it requires a lot of bug testing for collission overlapping and pixel / sub-pixel gaps between the objects. The solution with dummy objects is the one I am going for, but I wished there was a way that required less testing.
here is an examples of what a level would look like in the game editor (without lighting effects). I chose a pretty basic level to keep things simple, and I have zoomed out to 32% of the original size:
As we can see there's a ground that is rather flat, there are two slopes on higher grounds , a small cave on the left side
In order to deal with this I have to assign vector maps to both normal graphical objects (platforms, the slopes etc), as well as the my solid collision dummy objects, represented by black rectangles.
I know that I am probably creating something that Construct was never intended to do, however, I would love if you could actually draw a vector collision map (with nodes) directly on the layout. Resulting in less collision calculations, fever bugs and less gap and overlapping issues. I made a screenshot in order to represent how I would like it to work. Red colour is the "solid" behaviour and yellow is the "jump through" behavior):
A dream would be to create the ground with textures in a similar manner as in the ubiart video that I linked to, but I guess that will always just be a fantasy of mine.