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Things I would really like to see in Construct 2

  • Things I would like to see, or if they're already implemented, things I would like to know how to do!

    1) Shared layers. They would be like event sheets where you can define a layer (and what's on it) once and then put it as many layouts as you want. This would be enormously useful for things like game menus or other common overlays.

    2) True inheritance. Families are good start, but we can't make subfamilies.

    3) Support for some common UI elements (scroll bars, dialog boxes, etc), outside of clunky javascript calls that aren't customizable and don't integrate well with the project.

    4) Support for vector-based sprites such as lines, splines, circles, etc.

  • 1) I totally agree, this would be very useful for HUD's/GUI's. Now I'm creating and positioning all HUD elements in the code at start of each level.

  • With as complicated as my HUD is, the only choice I have is to create a template layout and then duplicate it. That way the HUD and layers will be intact in each new layout. My HUD is for a RPG, so there's no way I'd feel like recreating it from scratch each level. Of course, if I wanted to make any changes to the HUD, I'd still have to do it in each layout.

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  • You should really be using global objects to do UIs. Oh look, here's a tutorial that explains how to do so!

    I agree with the rest of your suggestions, though. Although the subfamilies issue can be circumvented in most instances by simply putting objects in multiple families, it does tend to get a little messy in large projects.

  • I will say +1 on the layer thing, since using global for an HUD can be really bothersome in some cases(as global objects should exist always), and that even though you can create a function to create the HUD each time with no much efforts in some cases, it is still something that could be done much more easily with that addition you are suggesting.

    For number 3, creating them with 9-patches, tiled backgrounds and sprite objects is not that hard to do in the long run, so I think it will not be adressed but would still be nice (as the textbox is actually the hardest control to do)

  • Something like how Spriter works would be ideal, but the shared layers thing is a bit too vague.

  • I would like to see a way of modifying a particular layer's attributes on all layouts simultaneously , if that could be possible. Global GUI objects work a treat, but layers are useful for so much more than just a HUD - and each layout has to have the same number of layers for the technique to work and so they don't 'get lost' as the player navigates around (unless I'm missing something really obvious). Thus adding an interstitial layer or changing attributes like effects, scale rate and parallax etc becomes a pain if your project has many layouts.

    So, I would like to be able to select all layers with a particular index number in all layouts at the same time. Changing common attributes would then be a piece of cake. Imagine how much time this would save on a project of 30+ layouts....

  • Global GUI is in the new version. Thank you!

  • "1) Shared layers. They would be like event sheets where you can define a layer (and what's on it) once and then put it as many layouts as you want. This would be enormously useful for things like game menus or other common overlays.

    "

    So this is where it started

  • nah they didn't start here. I remember threads from 2 years ago asking for share layers. but I'm glad they are in. I'm glad they are finally in

  • Whoop! Thank you Ashley & the Scirra team!

  • I think from a mobile point of view we need the following plugins for Cordova/PhoneGap and Crosswalk. The highest priority/core plugins that I think game developer need are as followed:

    • Full screen and banner ads - Developers often have to make their games free as their product is unknown to consumers. Therefore advertising allows developers to make money on their games without the player reaching for their pocket.
    • Cross platform IAP - Developers often have a full and free version of the game. The free version will normally have advertising in and it is common to allow users to use an IAP to remove the advertising as well as provide more gameplay. I say 'cross platform' as it would be better for C2 users to have a general set of events rather than specific events for each platform. However, It's better to have something than nothing.
    • Post/invite from Facebook / Twitter - Marketing is very important factor of a games success and most indie developers cannot afford to do it in a big way i.e. TV adverts. Therefore, the rest of the indie developers have to use the cheap strategy of viral advertising through social networks. This is done by incentivising people to use and share game notifications through their social network i.e. Get a free in game pink hat for inviting your friend to the game.
    • Game Center / Google Play Games Service leaderboards - Users need a reason to come back to a game and in addition to your game goals a shared leaderboard among friends encourages one-upmanship rivalry.

    The next highest priority plugins that I think game developers need are as followed:

    • Local notifications - Users need to be reminded to come back to a game and local notifications fill that purpose i.e. You have completed mining for rubies! Your goblins have no jobs to do!
    • Prompt to rate - The higher the rating the better the perceived quality of your game. The amount of people playing the game but don't rate it will be incredibly high. So players have to be reminded.
    • Analytics - Most people don't realise the value in game analytics. However, they can be incredibly powerful tool to allow developer to refine the game experience. i.e. 50% of users stop playing the game at level 3, which could mean the level is too difficult and a more gradual difficulty curve is required.

    Then generally I would like to see.

    • Disable plugin - There are times that you don't want to include a plugin/object in the export, but you also can't delete it as it will remove all the corresponding actions. So I would like a bool on the plugin which disables all the corresponding action code and doesn't include it in the export.
    • Include OG tags in the index page - It makes it more searchable via search engines and social networks know how to share your link.
    • Change the background colour of the html page - At present it is set to white, but I think most people would prefer it black. It's easy enough to change it manually, but its a bit annoying.
    • Include html from a template page for banners - This will save you constantly re-adding html to the index page.
    • Change the background colour of the html page - At present it is set to white, but I think most people would prefer it black. It's easy enough to change it manually, but its a bit annoying.
    • Group layer or subgroup layers - There are times when you have to use multiple layers to get something to work. Now lets say you want to apply a ripple effect to the whole scene... Well it would require you to put the effect on each layer. Which is expensive. So I wonder if we could apply the effect to a group if it would be cheaper?
    • Share sprite option when cloning - So there are times where you need to use the same sprite but cloned multiple times. For instance when doing a parallax effect you need to have at least two sprites side by side scrolling across the screen. So you need two textures stored in memory. This problem can be solved by spawning the same sprite in again and using instance variables, but it gets a bit complicated.

    Yeah. I don't want much!

  • This request can be summed up in:

    • Modularity
    • SVG Support

    I'm in favor of both.

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