ZeldaVerde's Recent Forum Activity

  • You and anyone with similar issues. I'm not trying to be argumentative, nor negate the usefulness of your ideas for C3. My intent was suggestive and I'm only trying offer some helpful advise. You don't know what you don't know. If you had never worked for a studio before, maybe you are unaware most studios have development workflows that would help you avoid the issues you are having now. Best practice is doing all the planning, pre-production like design and prototyping before moving into the production phase. If you already know this, great! If not, I hope it helps.

    fedca I mostly agree, but not what I meant.

    No need for all the apologizing, it's ok. I do disagree tho, it is a big process of trial and error. There is a reason software like these are called "editors" not "creators" tbh.

    The usual workflow, as you said, is to prototype first. You make a barebones version of everything you imagined and then you slowly develop all the things to a more and more finished state. But that means a lot of editing, not less editing.

    As for skymen's take, I just think an engine's interface is all about you not having to do everything from scratch in a text editor.

  • Maybe I don't understand your situation, but wouldn't better planning solve your problem? Maybe know exactly what you want before making too many levels that might need changes?

    Are you asking me or skymen?

  • Why not allow us to add layer effects at runtime? This would be a lot easier, I've done engine hacks in the past that let me do it, and it would completely skip the whole problem if we can just setup all the layers at runtime manually.

    Oh please no, that is still very convoluted, we need better. This would maybe be nice for other cases but not as a solution for this.

    Ashley I'm not sure exactly what is meant by batch changes, but could that still work in combination with the templates idea?

    I could be wrong, but it sounds like they're asking for something like this:

    I had imagined this per layer not per layout but that actually makes a lot of sense for solving my original problem.

    having the option to just make the changes at runtime means we can just generate all the layers on startup which is also a good option and completely eliminates the problem.

    It isn't? It would be very odd to work with.

    Somehow including layer order/structure with an error if it can't be done?

    I think that that is not needed, the same way layer hierarchy doesn't affect global layers. BUT you've just reminded me that I originally created this thread not only because editing layer properties across layouts was getting bad but also because editing the entire layer hierarchy was, so that is important too.

  • Our feature request guidelines have a section titled "Please do not try to claim your idea is simple or easy to do"

    I do know you have that in the guidelines and I completely agree with it. That is why I was pretty much already apologizing for saying that. But I said it because, as Tokinsom also stated, maybe you just weren't understanding what we wanted. But yeah, sorry.

    It probably gets even worse if you want things like a template layer to be an override of a global layer

    As we've stated before, layers wouldn't be global and a template/replica at the same time, it makes no sense.

    Please do realize still that something to solve this is needed, as it makes it a nightmare to develop any game with multiple layouts as multiple levels or anything like that, which seems to be the intended workflow.

    The batch changes idea I've already given my opinion on, but of course, and fortunately, I'm not the only user of Construct.

  • I'm not concerned about layout exclusions though, fwiw.

    That was just an alternative for getting the same results of a "template layer" but going by Ashley's "name-based" proposal.

    yea it can get complex, though a layer can not be a template/replica and global layer at the same time imo.

    Yes, it would make no sense. That is a non-issue.

    I don't get the claims of it being overcomplicated—it's just an "extension" of global layers with slightly altered functionality (remove instances carrying over from the master layer, and allow unique instances on non-master layers). So much of it is already there, you know?

    Maybe they didn't get what we want yet? I feel the same.

    I don't want to be rude and I obviously don't know their code base. But it is global layers that don't share objects, a feature that already exists but excluding part of it.

    I really don't want to underestimate complexity here but can't you "basically" just change the drop down menu where you typically select "yes" for "global" to be like "type": ("regular" or "global" or "template") where "template" is the EXACT same code you already have for globals BUT with the object syncing part deleted?

    The nesting part Diego mentioned would not be a problem because it would be exactly as it already is, and switching between those types would also do exactly what id does today for globals.

    Again, Ashley and Diego, you've always been very nice to me and I really don't want to be rude.

  • Imo the most robust and flexible way would be fairly similar to how objectType templates work: you can set something as a template layer and you can set another layer as a replica of it (could just be that any aditional layer with the same name is a replica), then on that replica you can disable copying of specific properties, effects and for a more completete came maybe we could even choose if sub-layers and content should be copied (in that case it could supersede global layers).

    The exact meaning of "first layer with the name" scares me in the context of existing projects if they go with that.

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  • Well, first of, thank you once again.

    Second of, the version without the specific UI is already much better than what we have. If you think it would come much sooner, I'd rather have that and work around the limitations myself by renaming layers.

    If that is the case, just please do consider adding the ability to select layouts later on.

  • Can we get an update on this? Is this feature coming or not? I know it may take a while but I'd just like to know if it is at all coming. Thanks.

  • It would be great to copy and paste an entire layer from one layout to another. Or when copying a bunch of sprites on one layout, being able to paste them on another layout and have them keep the same layer.

    I assume you mean copying a layer without its object instances?

    Yes to both, which also reminds me about the issue where creating objects with a hierarchy from templates does not create all children in the correct layers, which was said not to have been solved before because there was no guarantee two layouts would have the same layer structure. So maybe if Ashley actually adds what we are talking about here and depending on how he does so, we could also have that.

    But also, you and I are now a bit off topic and this should probably be a different discussion.

  • In general, yes. But can we, instead of going only by names, have an option to select to which layouts we want that to apply? Cause like, we may want to change the "Background" layer of all game level layouts but not of a menu layout that may also have a layer named the same.

    Also, please note that a very important part of this is that we want them to share properties (inspector properties and effects), so please do include that.

    And please, with all due respect, and I do respect you a lot, try acknowledging that this is very very very needed and not just some niche thing we are requesting.

    Thanks as always Ashley.

    Edit: just realized there is no good way to figure out where a new layer should go in the layer order of all layouts it was also created in, as they may even have a different number of layers. Can we maybe just make a family or something of layouts and we get all the layer structure and settings to sync from a template layout to all replicas?

  • The problem is that the layers content needs to be different, it cannot be shared:

    i.e. on level 1 there are mountains on the background layer and on level 2 there are clouds.

    But you still want a shared layer setup that is consisten across levels, like [postProcessing, foreground1, foreground 2, world, player, enemies, background1, background 2]. Now after creating 100 levels and noticing you need to make some change to that layer set-up you need to repeat it 100 times.

    Exactly. That is what I meant, Ashley. Global layers are great but what we want here is global layer structure and settings, not global layers.

    Edit: Another way to say it is: We want global layers but that don't share object instances. Can you "just" make it an option to have global layers do exactly all they already do but share objects?

  • So I'm making a game where each layout is a different level. Obviously, as the game logic is the same for any level and so is the artstyle, all levels have the exact same layer structure. But then, whenever I want to change anything about these layers or add a new one, I have to do that to all my level layouts, which are ever increasing in number.

    It goes without saying that this is very error prone. Is there a way to have something kind of like in between regular layers and global layers where settings, effects and whatnot are the same but objects aren't, or really anything else that would fulfill that need of mine?

    Thanks.

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ZeldaVerde

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