Ashley I know what you mean, this is a mockup/concept that how aproach to the problem. As you said lots of questions and things i not had in mind and will be difficult if not possible to do with the actual or new construct engine.
I'm going to reply the questions i can with the idea:
I don't know if i understand what you mean. When you click to "choose" the idea is open the same tab that on editor to pick one of the objects in your project. But i guess maybe this is not possible and this have to appear in the events editor?.
Duplicate properties tab
No duplicate tab, i copied the same style for fast concept, but in the left tab of construct will appear only an editor button to open that dialog and an empty box to set which enemy behaviour use like "Enemy_Test1" used in the concept. No more things and the left tab keeps clean.
Why are only "platform" and "top-down" tabs available?
At first was only a general features to use in any type of game but i added at the end the top-down because depending of what type of game you are doing you will need one or other properties. So maybe will be better a list or other way to show the properties for all the style games we want to add. I set this ones because Construct2 comes with that plugins: Platform and 8-Movement(Platform and Top-Down).
About the color scheme in the preview
Not can be changed, the idea is use something that can works=be readable. At the end you only need to see well where is the player, the enemy, the collisions and how the enemy moves to see if do what you want.
Why is only "On collision" listed underneath that and how does the editor know to show that and not a different trigger?
The idea is add the most common features and for more complex behaviours use the event editor. I guess better some kind of list or way to choose the action.
Will this general UI layout apply to general-purpose games
Thats the idea, some movement behaviour editor on you can save the presets to use in any kind of future game, Platform, Top-Down, Space, RPG-Adventure,etc... and not code again the same behaviour with different hero, enemy or whatever, thats the main idea of do this.
Overall questions about how the editor know what to list
I don't know if i understand this. The idea of this "Movement behavior editor" is give you something to start, a basic setup. If you add or modify something in the event sheet that changes their behaviour only will be displayed in the Runtime not in the Movement Behaviour Editor properties or preview. Save the basic events to use the event sheet only for the game special features.
The first thing i'm gonna do on C3 is prepare my game template and design the possible tools for request or hire somebody for behaviours/plugins/effects to make all more One Click=Basic Setup, Starting with my "friends" the Arrays XD. I wasted two days trying to configure them to use as inventory list to add the picked object after the last item or when one is removed order again without empty blocks with for each, CurlX,etc... and finally leave it .
So this request may be more easy to achieve, Can be possible add a preferences/basic setup icon on the "Array Editor" with this two actions:
On new Element: Do nothing / Add First / Add Last
On Delete Element: Do nothing / Order
I mean, this is an example but can be better ways, but the point is some way that automatically on you set the event add/remove an element on the array do this things, that will save a lot of work, frustrations and again will keep the event sheet more clean. Or even a simply actions in the event sheet that can do this will work for me. Is possible?