what I'd like to see in C2 that was / wasn't in CC

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  • Little things (not big functionalities like shaders) that made your game creation easy in CC and are not present in C2. ITT i propose everyone to write one function that should be easy and quick for developers to implement and would make gamemakers' (pun not intended) work easier.

    I'll start.

    system expression: Clamp(number,min,max) - returns number clamped by min and max parameters.

    of course I can use max(dest_min, min(dest_max, number)) but clamp was a little thing that did it for me and it was cleaner than this.

    hope that thread contributes to the development somehow. thanks and keep on rocking, scirra!

  • I'll add Clamp to the next build. I'm always interested in these little suggestions too, I deliberately skipped a ton of stuff just to get C2 out the door quicker.

  • <img src="smileys/smiley27.gif" border="0" align="middle" />

  • May I suggest While loop and Else event ? (maybe not really little things)

  • I would like see all the loop conditions, and actions. Added to the next release

  • a little thing I miss is the snap-to-grid thing. Made world-building a whole lot easier.

    Ooh, maybe with the ability to set the distance of the grid points!

  • Snap to grid and grid settings like Emperoring360 said. It's all doable without it. but life is easier with it.

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  • I miss the ability of resizing proportinally. (Holding shift).

    And a new feature should be an option to customize the sprite editor you want to launch. (Like launch paint net for example).

  • bought myself a license, so time to test and bump this topic a bit :)

    changed the title a little, so it matches to the content.

    to the point:

    • On object created (I'd like to run this event after object was created to set its rotation to random for example). Is on screen + trigger once while true does the same, but for a large number of sprites this isn't good as it checks every tick for on screen, does it?
    • I cannot inline edit action values in event editor :(
    • When editing action value, when selecting text, the selection behaves strangly, it selects more than I want (kinda like it was selecting the whole "words")
    • There should me more clear info on the origin setting that when you click while holding shift, it'll set the origin in the clicked point for the whole animation, which I guessed from the shift+crop which is explained when you hover over the crop button.

    these are my first impressions from todays full version testing, probably will come back with more :)

    also, go scirra, go! :)

    • Selecting multiple frames in the animation editor
    • Right clicking an condition has the option to "move as sub-event", which can be done by creating an empty sub-event and moving it there, but this would be a nice thing to have
  • - On object created (I'd like to run this event after object was created to set its rotation to random for example). Is on screen + trigger once while true does the same, but for a large number of sprites this isn't good as it checks every tick for on screen, does it?

    Actually, after having used "system:create object", the newly made object is picked.

    So for example

    System: on start of layout

    -> System: Create Sprite

    -> Sprite: Set angle random(360)

    Will set randomly set the angle for the newly created sprite.

    I still see some use for a "on created" condition though.

    - There should me more clear info on the origin setting that when you click while holding shift, it'll set the origin in the clicked point for the whole animation, which I guessed from the shift+crop which is explained when you hover over the crop button.

    The image point dialog is the key here. As well as the manual.

    Right clicking an image point in the Image Points dialog also provides an Apply to whole animation option. This sets the image point in the same relative place in all frames in an animation. If an image point does not exist in all frames in the animation, this option also creates it. Holding shift while placing the image point is a shortcut for this.

    also, go scirra, go! :)

    Agreed

    <img src="smileys/smiley1.gif" border="0" align="middle">

  • > - On object created (I'd like to run this event after object was created to set its rotation to random for example). Is on screen + trigger once while true does the same, but for a large number of sprites this isn't good as it checks every tick for on screen, does it?

    Actually, after having used "system:create object", the newly made object is picked.

    imagine you create the same explosion in 20 events and wish not only to set the random angle, but also do 20 other things with the new sprite :)

    which reminds me, some kind of OR would be great, or functions like in classic, function createExplosion(x,y) {} and run it every time something is destroyed. in the function would be all the random angle, etc.

  • If you need to do 20 things, do 20 actions following the creation of the object.

    Even with a "On object created" you would have an event with a 20 actions list anyway.

    Also groups can help on code reuse.

    They can work as some workaround for functions.

    And finaly you have a function third-party plugin.

    List of third party behaviors and plugins.

    <img src="smileys/smiley4.gif" border="0" align="middle">

  • As old as it is, I'd like to have the INI File plugin come back. It may not be of much use to most games, but some(including me) could use it for simple... or VERY simple/basic database functions in a LOCAL NETWORK only game.

  • I miss a Search tool in the code.

    When I'm looking for a specific action (that i don't remenber where it is)

    Or when I want to find all the occurence of a specific object for example.

    That's really something missing to me!

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