Construct 2 - what would you take away?

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  • binary cap files have got to go. They're bad for team projects, bad for version control, they get corrupted and you lose everything.

    Instead, let's switch to a project folder and xml based solution. This is actually something I've given a lot of thought to, based on my experiences with Unity and the way they implement projects. My thoughts:

    • A root project folder containing a ".capx" file that describes the project using xml.
    • sub folders for graphics, music, sounds, objects, layouts, events, effects, plugins, data.
    • store as much as possible in xml files - object definitions, event sheets, layouts, etc.
    • if you want to share a project, let C2 package it into a special zip file (.capz?), and then have C2 unpack it automatically on the end user's machine.
    • integrate C2 with SVN or Git - allow users to enter their GitHub credentials and automatically sync their projects from within C2 (wild idea, i know).
    • for BC, allow it to open binary cap files and parse them into xml projects.
    • allow plugin files to be frozen in projects, so you can share without others needing the plugin (side benefit- if you open a capz file and it contains a plugin you don't have, C2 could ask if you want to add it)
    • sub folders for graphics, music, sounds, objects, layouts, events, effects, plugins, data.
    • if you want to share a project, let C2 package it into a special zip file (.capz?), and then have C2 unpack it automatically on the end user's machine.
    • integrate C2 with SVN or Git - allow users to enter their GitHub credentials and automatically sync their projects from within C2 (wild idea, i know).

    This. Please. All of this. As of now team projects are so cumbersome it's like playing potato sack hopscotch.

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  • Why do you want to ask what you should take away? I would say remove nothing (It is a difficult choice)

  • Ashley explained why in the first post.

  • The layout object has been an issue for quite some time.

    I mean sure it would be nice to have, but stuff like that, the menus, and the project folders just hurt more than they help.

  • Mmmm... maybe the image editor? At least in my case I prefer to use the gimp or others to paint or draw... mmm... but then how to make control points and those things?... mmm...

    I would almost positively never use Construct again if that happened. The editor is so useful for quickly tweaking and testing frames inside the game environment (which is the best place to test animations). If anything, the editor should be treated with improvements.

  • Or at least replace it with an existing open-source image/animation editing tool. Integrated. There's powerful stuff out there that is used in other projects. Don't reinvent the wheel, I say.

  • Or at least replace it with an existing open-source image/animation editing tool. Integrated. There's powerful stuff out there that is used in other projects. Don't reinvent the wheel, I say.

    If possible, G!MP integration would be sick.

  • Random crashes, project file corruption.

    Same here

  • While the image editor is useful for quick prototypes, I always end up using it for stickmen or smileys or such (besides the obligatory hotspot and image point setting), as it's limited and rather buggy. I'd like to see a really really basic bug-free image editor (just color picker and brush+fill tools would do) and integration with Synfig (an animation tool) or Gimp (don't really like it but bleh) or Photoshop (guy can dream )

  • the image editor is pretty good for what it is, it just needs to be able to handle large pictures better and the selection tool shouldn't do that weird hard to understand selection that shows a pixel off.

    I have no idea why someone would want to outright remove something thats one of the fastest prototyping tools in construct.

    the ability to use layers and clipping masks would go a long way in making it better, and some better brush controls as well.

  • either improve upon the image editor or maybe have an option to easily edit stuff with photoshop, i mean automatically opening on it or having some kind of bridge to make it easy

  • Application projects.

    Also I'm against removing the image editor because we'll always have to worry about hot spots and action points and stuff. Its better to exist and be crappy than to not exist at all since we're going to need to interact with sprites anyways. In theory it sounds good but in practice I think it would be a mess.

  • Mmmm... maybe the image editor? At least in my case I prefer to use the gimp or others to paint or draw... mmm... but then how to make control points and those things?... mmm...

    Please no. I use the image editor very often.

  • > Mmmm... maybe the image editor? At least in my case I prefer to use the gimp or others to paint or draw... mmm... but then how to make control points and those things?... mmm...

    >

    Please no. I use the image editor very often.

    totally agree, the image editor is pretty useful for making some quick box sprites for prototypes as well as some tweaking.

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