What next for Construct 2?

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    • Hotspot & image points
    • Collision polygons
    • Tilemaps
    • ability to choose ie. group names and sprite animations from list in events - without having to type their names all the time, it's slowing down workflow :)
    • One more Action for sprites - Invert animation :)

    I hope you don't mind me commenting on your suggestion, I just wish to stimulate discussion.

    I'll reorder your list and dump things out. Then show you mine.

    These two below are definitely needed as soon as possible. Your really sh*t out of luck in doing nice maps without tile maps. Image points for sure. I was wondering why i couldn't add an image point, because my bullet kept firing from the hotspot no matter what i did.

    - Hotspot & image points for sprites

    - Good support for tilemaps

    Yep. Need those.

    -Math helpers. The important one for me is point distance.

    What exactly would that be? What is point distance? Distance from one point to another? That is provided via a SYSTEM expression, so I likely misunderstood what you said.

    -Path finding. Pretty damn nice for AI.

    Didn't kyatric make a plugin for that? It was based on A* and it was working with r50, I guess he just has to update it to r51.2

    -Property to snap an object to viewport, and provide the coordinates. Really would be nice for an in game gui...

    Agreed, especially if we could use modifier keys, like alt for precision placing (like nudging the object 1 pixel) and shift to constrain its movement to 45? multiples (or custom angles, like 30?, for isometric placement). Also snap to grid and to other objects, but I don't think it's that urgent (maybe after proper tilemaps and fine collision detection)

    These would probably be a opengl thing, but here go's

    -Particles. Not that important but would be nice having a particle editor in CS2.

    -Basic lights (ambient, spotlight etc)

    Agree with you here, it's probably an openGL thing. Possibly after the EXE exporter or webGL.

    A particle system could possibly be made by the community (read: us)

    "Same as above, check in the other thread, I pointed out the system expressions where all the math helpers (and more) you need are."

    Whoops. Yeah i see them now, thanks. <img src="smileys/smiley4.gif" border="0" align="middle" />

    "I'm working on a path finding plugin, it should be on the forum during this week end, or next week. There's already this thread that deals about pathfinding."

    Ah okay. I'll make sure to check them out. Usually i wait until its included in a game maker's release, for legality reasons but i guess you guys work different. These plugins are royalty free? Something that everyone seems to forget is to set up a system where it explicitly states its commercial policy. like that free font site, where users upload fonts and its categorized by none commercial and free for commercial use.

    "GUI making in construct is done with setting the parallax property from a layer to 0,0 (so it will stick to the viewport)

    Coordinates of an object are the X and Y properties that you can get as expression Sprite.X or Sprite.Y (where Sprite is the name of your object)

    Unless you mean something else, I'm not sure to follow your idea there."

    Oh okay.

    "Note: I'm a 3rd party plugin developper, I'm not part of Scirra's team.

    I make plugins for my needs first. (I mean, telling here that I'll check particles out is nothing of a promise or anything. It's just that i thought about it and put it on my todo list)

    "

    Yeah, i figured you are third party.I would like to say thanks for your contributions! 8)

    "Didn't kyatric make a plugin for that? It was based on A* and it was working with r50, I guess he just has to update it to r51.2"

    I just found out he did. Sorry, i am a game maker user, so i have not dug around the forum as some of you people have.

    "What exactly would that be? What is point distance? Distance from one point to another? That is provided via a SYSTEM expression, so I likely misunderstood what you said."

    Yep, its exactly that. Didn't know because of the same reasons described above. It was pointed out to me.

    "Agreed, especially if we could use modifier keys, like alt for precision placing (like nudging the object 1 pixel) and shift to constrain its movement to 45� multiples (or custom angles, like 30�, for isometric placement). Also snap to grid and to other objects, but I don't think it's that urgent (maybe after proper tilemaps and fine collision detection)"

    Yeah, that sounds great.

    "Agree with you here, it's probably an openGL thing. Possibly after the EXE exporter or webGL.

    A particle system could possibly be made by the community (read: us) "

    I hope they do, but a particle system sound more like a thing to add as a window pane inside Construct. Visually seeing it as you edit its settings.

    Z order

    1. working image editor in sprite importer

    2. rotation point selector

    3. collision polygons

    4. 2d physics

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    1. Image Editor

    2. Tilemaps

    3. Non uniform spritesheets(Frames of different sizes). That is, compressed spritesheets. Even more: Don't cut spritesheets into separate images. It's a good practice in opengl / direct3d domain but it applies to htm5 too i think.

    Families and hotspots would top of my list.

    Not too major, but would be nice to have:

    * Expression for the number of picked instances of a type.

    * Z-Order ACEs. Pick topmost, send to back,... etc.

    Save system. It's really needed for longer games and those with scoreboard and such.

    Save system. It's really needed for longer games and those with scoreboard and such.

    You already have the webstorage plugin for that explained here.

    All the bits you listed sound great.

    "Hotspot & image points for sprites

       Collision polygons

       Good support for tilemaps

       Families"

    And maybe a few small convenience tools.

    1. Duplicate layout "includes objects and layers"

    2.create prefab out of selected. "mostly due to not having tilemaps but would still be useful"

    3. Visible grid, to match snap to grid feature.

    families

    hotspots

    can you hide the mouse pointer?

    Hotspots and audio for me.

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