Hi,
Man, construct 2 is AWESOME. Loving it so far. Many times when I'm in the editor and wondering - "can I do this?" it shows the creator thought about it already! I love for example when you rename something it automatically fixes the names anywhere it's referenced.
I have two questions though that I wanted to know
The first one, is how to do a "proper" if / then. The problem I have sometimes is I have a sub event, and I want actions to run there, but I want ONE of the actions to depend on another condition. So essentially, halfway through the list of actions, I want one of those (or up to 3 or 4) to run under a flag. So say I have "FIRSTTIMESTARTED=0"..I want to run "On beginning of Layout", and run some actions, then another set of actions IN SEQUENCE, I want to run only when FIRSTTIMESTARTED=1, then continue running the rest of the actions after that.
In normal programming that would look like this:
if (layout started)
{
do something
do something
if (FIRSTTIMESTARTED==1)
{
do some more stuff
}
do rest of stuff
do rest of stuff
}
With the "event based" system Construct 2 has I haven't found an easy way to do that other than put the "do rest of stuff" in its own function, so it can be called from two different places ..basically I want things to run in order, but some of those things only run if a second condition is true, below the first condition.
Another thing I would like to see is the ability to add things to a family at runtime? For example I have an obstacle generator that right now uses "System.PickRandomInstance" and it picks from a family. This works great. But I'd like to make it so over time in my game I can add additional items to the family at runtime, that way it can act sort of like a "level up" type of thing - over time, the obstacles can get more complex.
I think you can work around both of these things but just wondering if it's already possible in some easy way and I'm not seeing it.
Thanks.