What next for Construct 2?

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Casino? money? who knows? but the target is the same!

    What I feel is the major thing holding back the image editor is the lack of color picker, as well as the crop.

    I suppose per-pixel collisions wouldn't hurt, either (though maybe that already is there and I can't tell since every sprite NEEDS to be a big box).

    I mainly say this because with color picker, you can remove the filler color around the sprite you make (say if you made it in paint), and then with the crop you can have the sprite be as big as it needs to be- not as big as the original box it came with.

    I suppose this is queued somewhere down the line, but with color picker, crop, and per-pixel collision that comes with it, I think C2 would be well on its way towards highly feasible functionality.

    Unless, of course, there is a better way to make sprites that I am unaware of, that solves the large-box issue.

    1. I think it would be nice to have a unified system of checking for new plugins and installing any new desired plugins from inside C2. Correct me if I am wrong but I think the way it currently works is by posting new plugins in the forums (such as scirra.com/forum/zack0wack0s-construct-2-plugins_topic43422_post271418.html where you download them and manually install them. I am thinking about a system that would allow you to check for and install new plugins from inside C2 (and then perhaps restart C2 (if needed) after new plugins are installed). It would also be nice to have which versions of C2 (r51 for example) the plugin has been successfully tested in. Also giving it the ability to detect, download and install an updated version of a previously installed plugin would also be great. This would also probably include some extra work on the web site.

    2. Collision polygons would be liked by me due to the way I create my levels.

    3. Support for the Chrome or Mozilla web app stores would be good but only if it is possible to make some decent money through these.

    4. C2 may already be able to do this but having the ability to access and use external java-script files would also be nice.

    Jason

    1. I think it would be nice to have a unified system of checking for new plugins and installing any new desired plugins from inside C2. Correct me if I am wrong but I think the way it currently works is by posting new plugins in the forums (such as scirra.com/forum/zack0wack0s-construct-2-plugins_topic43422_post271418.html where you download them and manually install them. I am thinking about a system that would allow you to check for and install new plugins from inside C2 (and then perhaps restart C2 (if needed) after new plugins are installed). It would also be nice to have which versions of C2 (r51 for example) the plugin has been successfully tested in. Also giving it the ability to detect, download and install an updated version of a previously installed plugin would also be great. This would also probably include some extra work on the web site.

    Yes, basically every game engine has their own little asset library like this. If you allowed people to upload content too, like images and audio, it would be nice. Not necessary to have the files stored on the site too, you could make it download from a remote repository which would have an update notice file with the latest version information.

    Also, yes I really do want to work on the physics plugin! I'm just finding it hard to get motivated to make it because hilariously enough I hate event driven game engines.

    EDIT: I'll try and work on it this weekend. I think I already said that, but this is the first free weekend coming up I've had for a while.

    Of the things I've read here, I would very much like:

    1. A visible grid for the "snap-to-grid" option. And it would also be nice if the activation of this option would save along with the project, so you don't have to re-check every time you open it.

    2. Hiding the mouse cursor when it's inside the game screen.

    Also, in Classic, there's a way to make an object global, simply by checking a box in the object's properties. I don't think that option has made it's way into Construct 2 yet, and I would very much enjoy having it.

    And, of course, I would be stoked to have all the functionality mentioned in the original post. Great stuff!

    Is there any chance to have application stuff on the future (after the exe)? Or is it going to be strictly game stuff?

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    Is there any chance to have application stuff on the future (after the exe)? Or is it going to be strictly game stuff?

    I second that. Would love to see some application stuff.

    What application specific features are you looking for?

    Buttons, menus, dropdowns, editboxes, you know, these things. Even better if they can look like the current OS theme, yeah i like Windows buttons. And then working with it together on some viewport or canvas for drawing or rendering stuff, totally awesome.

    You can do all of those with events, though you're right that it would be good to have some plugins to make some of them quicker and easier to make, especially the editbox.

    Also giving Construct 2 the ability to check to see if there is an updated version of itself and, if so, to have it automatically update itself would be nice.

    Jason

    Also giving Construct 2 the ability to check to see if there is an updated version of itself and, if so, to have it automatically update itself would be nice.

    Jason

    or possibly the choice to do either or. a check for updates toggle, that can be turned on or off, for those who might prefer or have to update manually.

    pop up message saying "Welcome this is Construct 2 work in prorgress release, please be patient" for everyone who still complain about lack of some features.

    Multiple collision masks for one sprite.

    I know that the polygon collisons are on the way but could it be possible to set few of them on one object?

    shinkan, that greatly increases the complexity of the engine, when you could simply use a second invisible sprite. Is there something significant multiple collision masks on one object allows you to do over using detector sprites? If detector sprites can do the job, then I think it would be unwise to spend a lot of time, bugs and effort on it (especially when other features are importantly missing).

    Yes that's true, but what if you could use only simple rectangular polygons? Wouldn't they act as a simple one colour fill detector sprites?

    I'm asking because i have many layouts with single sprite's for a background and I have to set few custom sprite detectors for a specific layout - there's some Z layering and other thing to consider.

    If for one layout i have to set let say 5 of them - and I've already have 9 layout, it equals 45 objects for detectors only :/

    I though if I could have multiple collision masks and they could be called in events by name I could save time and export file size.

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