c3 really needs to be able to author behaviors from within c3. Through script or events.

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  • I know this has been discussed before, but it still seems like the most obvious thing to me.

    With moving to sdk2, alot of the tools I used to author behaviors for sdk1 are kaput. The fact that I have to write 983746987245 files to make 1 behavior is still absurd, and tedious; c3ide was a huge boost.

    I'm sitting here looking at the pros and cons of c3 again, and writing behaviors without tool assistance is making me favor unity again. since I have to recreate all my behaviors anyway for sdk2, I'm really thinking about just going back to unity. Especially since half the behaviors I was writing for this project were ports from my unity library.

    This all just feels like I wasted the last half year for a game engine determined to shoot itself in the foot to prevent a broken leg.

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  • What kinda behaviours did you create? Maybe or hopefully there's workarounds or ways to solve this?

  • Having the abilities to create plugins/behaviors from within construct would be game changing.

    But in the mean time, Have you tried c3ide2, by skymen there is currently a branch with some v2 templates, and the cli should be updated soon.

    github.com/ConstructFund/c3ide2-framework/tree/add_sdk_v2_templates

    there is also a typescript framework by MasterPose that supports v2,

    github.com/MasterPose/c3-framework-core

    both of these are much better than the original c3ide and support v2, they are also more robust and imo provide a much better developer experience.

  • I agree this feature would be game changing. GDevelop has this ability and it really is nice to be able to create behaviors in the editor using events or JavaScript snippets.

  • Having the abilities to create plugins/behaviors from within construct would be game changing.

    But in the mean time, Have you tried c3ide2, by skymen there is currently a branch with some v2 templates, and the cli should be updated soon.

    both of these are much better than the original c3ide and support v2, they are also more robust and imo provide a much better developer experience.

    The thing I liked the best about c3ide was the auto generation of ACES through the gui. Click add paramter / add action, etc, and then fill in the relevant items once. I didn't think c3ide2 had that? I'll have to check it out again.

  • What kinda behaviours did you create? Maybe or hopefully there's workarounds or ways to solve this?

    Mostly, behaviors for state management, custom movement / behaviors, physics, collision resolution, a stat system with dynamic buffs/debuffs, a custom input plugin, and a few others. Mostly just system stuff and non-particular library stuff.

    Things like the toggles, stats, inputs, and state management tools actually should transfer fairly easy as the calls to c3 api are minimal (just tying the behaviors to each other so I don't have to create go-between events).

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