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Construct 2request, Cap Independent Functions, variable objs

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  • it would be very cool to be able to create functions, or groups of events

    that can be included in Caps, other than their original cap

    other than system events and actions, most require objects

    it would be very useful to be able to be able to specify a variable object in these events

    or when a group of events was exported, and imported to a different cap, these objects would automatically be loaded as variable objects

    so you would import a group of events with Object A, and Object B variable objects in place of actual objects, you would not be able to run a cap with Variable objects in place, you would specify the objects that should go in their place, or give the option of automatically adding the original object type and then you could run it

    there would be logistical issues, such as private variables, but it would be an extremely useful feature that would allow reusable code for one's own caps, and also, a method for non-programmer users to contribute precreated functionality for other users

    there could be an ever growing library of presolved common problems and situations, not worth creating plugins for, but common enough that it would be useful to have.

  • 2nd'd

    ive wanted something like this for ever

  • Absolutely. We could share techniques that way way more easily. Good suggestion.

  • I like the idea, but I was also considering enhanced containers for modular code (ie. a container which can contain events, other objects etc. and be copied/pasted around with complete functionality in one go, no need for "variable" objects because everything needed is pasted in). How do you think this idea compares to that?

  • I like the idea, but I was also considering enhanced containers for modular code (ie. a container which can contain events, other objects etc. and be copied/pasted around with complete functionality in one go, no need for "variable" objects because everything needed is pasted in). How do you think this idea compares to that?

    that sounds really awesome actually

    but the possibility of variable objects is still nice in that situation (or find-&-replaceable objects)

    so you can share your modular code without having to share your amazing sprites, if you're sharing a technique you discovered mid-game development

    and if one is using the new modular code containers in your own code, you can easily change all the events from using Sprite1, to using a different sprite or object

    or (and I hadn't considered this earlier) not just copy/paste the modular code and change the object, but be able to call the code using a different object as Object A, like passing parameters works in functions, but being able to use object types, as parameters

  • I like the idea, but I was also considering enhanced containers for modular code (ie. a container which can contain events, other objects etc. and be copied/pasted around with complete functionality in one go, no need for "variable" objects because everything needed is pasted in). How do you think this idea compares to that?

    I hope something like this gets implemented.

  • Ashley,

    I've always thought it would be a good idea to have some way of attaching event sheets to objects, so that if you include an object in a layout it automatically includes the necessary events. Also, I was just thinking the other day how it would be awesome to have compound objects, or some form of grouping that goes beyond simple containers. What you describe sound like exactly that, and I really hope you develop this idea.

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  • and if one is using the new modular code containers in your own code, you can easily change all the events from using Sprite1, to using a different sprite or object

    or (and I hadn't considered this earlier) not just copy/paste the modular code and change the object, but be able to call the code using a different object as Object A, like passing parameters works in functions, but being able to use object types, as parameters

    Sounds kinda like families

  • MMF used a pretty good system. When you pasted events into a new game it inserted the nescessary objects, and you could then right click an object in the events and choose "replace object" to pick a new one. It was far from perfected (it was mmf after all) but it worked, and right now construct is terrible in this way. You have to rewrite practically everything.

    Edit: I really think a simple way to copy code between .caps should be implemented far earlier then construct 2.

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