Construct 2 - most wanted

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  • -Automatic embedding of all sound and music files - once they are put into the project they should embed with no further action from the programmer.

    -Batch image exporting - We can already export one image, I need to be able to export an entire batch. This comes in handy for a few reasons, but here is a big one:

    Say you're not a language programmer but you're an event-based programmer and you know how to animate, so you've chosen Construct. You want to work with a team but they're all language programmers. They've told you that they need not just the animations, but an idea of the animation speeds as well. So, you need to be able to edit and test your images in the context of a game environment to get it right for them... you need to be able to watch a collision between two characters in the game environment and then make edits to it right there, adjust animation speeds, etc. Doing it in GIMP or Photoshop is not adequate because all it does is run a single naked animation and there is no context, no timing, no collision... as a result, it's not as effective as it would be if you could do all of it in the Construct and then export when you're finished.

    Now, once you've tested it all in Construct and nailed down animation speed and made all of your image edits in Construct, you now need to export those perfectly sequenced and edited images so that the team can use it. The problem right now is, all you can do is export images one-by-one from the picture editor. This is a nightmare when you need to export hundreds of edited images.

    Batch image export... please <img src="http://www.operationsports.com/forums/images/smilies/graemlins/y220.gif">

  • [quote:27uwwjy8]Batch image export... please Image

    You can do that now with image manipulator, and a loop.

  • You can do that now with image manipulator, and a loop.

    I don't understand from that. Are there any .caps of this being done? I wonder because I get the impression from seeing a lot of the games being made with Construct, that they aren't using a whole lot of animation frames per character or synchronizing development between Construct and a different coding environment, so as a result most people using the program aren't needing to export images much, if at all.

    I'm not fond of the idea of using events for it. Since we can already export one frame, we should be able to do the same operation in the same place to export more than one. As it is now, I don't see the point of having the ability to export just one frame from the animation editor if you can't export more... you can't do much of anything with just one animation frame. Right now, I don't see why should we be able to export even a single frame if we can't do more than one from the same place.

  • Here's something I'd like to see (maybe even in 1.0?)

    Having the sprite be visible while you're working on the collision mask.

  • ...I get the impression from seeing a lot of the games being made with Construct, that they aren't using a whole lot of animation frames per character or synchronizing development between Construct and a different coding environment, so as a result most people using the program aren't needing to export images much, if at all.

    That's probably why it's not in there, but it should be. Like you said, why is there an option to export one frame but not more, since one frame is generally useless? Plus, there is already a batch import option, so...

    I do all my animation work in a different program, but testing sucks like this because I can't just make a change and then test immediately in the game environment this way. So I have to save each frame in the program I'm using, put it into Construct, and then pray I got it all right. If I didn't I have to erase it all in Construct, go back to the program I was using and do more again there because the tools in my image program are different from Construct's, so I have no choice but to start the process over again. It's hair-pulling.

  • Something I'd like added right now, actually, is the ability to change the layering of a sprite by a single step up/down. Right now it's either "send to back/front" or placing it behind or in front of another sprite.

  • Something I'd like added right now, actually, is the ability to change the layering of a sprite by a single step up/down. Right now it's either "send to back/front" or placing it behind or in front of another sprite.

    A z order would be nice to have as well, especially in the editor.

  • -Basic generic shapes - in addition to the basic line shape, I'd like to have circles, triangles, rhombuses, trapezoids, stars, ovals, etc. I like to build drawings using shapes and I've done this with the line object a few times in Construct. But having more shapes would be much more efficient... And I'd like to be able to double-click them and edit them in the image editor.

    • If you write something wrong when editing an action or condition by clicking the expression (you know, without opening the event wizard), please make Construct 2 not tell you it's wrong and then revert back to what it was, but instead let you keep editing so that you can correct the mistake without rewriting what you just wrote.
    • The Project bar buttons on the bottom-right (Project, Animator, Layers) are currently perfectly placed to be covered by chat client popups, or other programs, which gets kind of annoying for entire SECONDS, maybe Construct 2 should make them be at the top?
  • Exporting animation sequences as a sprite sheet - with this we would be able to take all of the sprites of an animation, lasso them, select "export as sprite sheet" and then export.

    This would be another useful tool in order for Construct users to pass animations sets--in sequence--to team members who are working in language-based environments like, for example, xna/C#.

  • Here's something I'd like to see (maybe even in 1.0?)

    Having the sprite be visible while you're working on the collision mask.

    why don't you just import a collision mask as well as the sprite itself? or do you mean you are painting the sprite inside construct? While this is possible i guess there are better/faster solutions around, i always thought of it more of a dummy solution to create some testcases or something, nothing too complex.

    • From my little experience with construct, i'd agree to the multiplattform exporter, iphone/android as cell platforms, as standalone and browser applet for PC/Mac/Linux, and possible the wiiware,psn,xbl
    • a possiblity to preview anims other than clicking from frame to frame or starting the game, especially to check the Hotspot

    -more to come when i worked a bit more with it

  • why don't you just import a collision mask as well as the sprite itself? or do you mean you are painting the sprite inside construct? While this is possible i guess there are better/faster solutions around, i always thought of it more of a dummy solution to create some testcases or something, nothing too complex.

    Constructs default collision mask uses the same image as the sprite, until you change it. There is to my knowledge no way to import collision masks (Constructs own collision masks that is. Not those created manually by users, using one sprite as a collision mask for another) separately from sprites. For people who use the built in collision mask, being able to see the sprite (preferrably transparent) while collision mask mode is on in the image editor, would make it much easier to get the collision mask the way you want it.

    As far as what I use for creating my sprites, I use Graphics Gale, and have so for the better part of some 6 years now.

  • i just did that yesterday, so you can definitely import a collisionmask

    import a sprite, switch to collisionmask, import again - done

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  • I thought of another thing I would like to see. It would be nice to be able to see Event Groups in the debugger, and if they are enabled or not. I think it would be useful for those of us who use groups a lot.

  • z axis

    Animated 3d Obj

    3D Camera

    Rework th car behavior to make it more realistic

    Add "disable user input" in Grid Movement

    Customisable Button,listbox,editbox,mesagebox,progress bar...well all windows related stuff.

    rework array,hash table editing to make it more easy (edit via a grid)

    Add a grid fashion editor for easy rpg making.

    Add radial,bilinear,sqare in the gradient Behavior

    Add option to xaudio like evaluate freq,tone...

    Let us use APNG (Animated PNG) http://animatedpng.com/

    Thats all for now

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