Prominent's Forum Posts

  • You can currently import an animation from a spritestrip, but this doesn't solve all the issues. This effectively forces you to reset all the imagepoints as well as collision polygons (because they import as new frames), and it only imports for one animation. You still have to manage multiple images this way instead of just one.

  • The spritesheeting feature isn't for animation. It's used to pack sprites together to increase performance at runtime. Other engines refer to it as a texture atlas.

    I want to USE spritesheets. I don't want construct to generate them and not allow me to handle them in any way.

    I need better ways to WORK WITH my art/graphics so I can develop more efficiently. This is my point here.

  • Im mostly interested in looking at the use of an external editor.

    Unlike tilemaps where there is a ubiquitous editor like Tiled, there are dozens of spritesheet editors.

    As long as it improved the process, I'd be supportive of c3 importing from one of those.

    The big issue I have with current way construct handles sprites is that you have to work on each frame separately, and are forced to click through each frame/animation and struggle with the UI. It is very cumbersome for setting up sprites/animations and maintaining them if you make changes to graphics.

    There are so many ways it can be improved, and it's frustrating to see no progress made in this area.

    It seems like they are complacent with the actual editor stuff.. we haven't really seen any big changes to the way we use the editor.

  • Don't those have to include a file with placement information?

    That would mean someone would have make a way to parse that file, as well as create ways to manipulate images in editor.

    Then, would people have to be able to import a file type, meaning pick an existing editor, and use its format?

    Well, I thought C3 would be handling all that when they promised Spritesheeting. But it looks like they haven't implemented any spritesheeting tools to allow importing spritesheets and editing them, choosing the frames on them, etc.

    They just chose the easy way out in my opinion- and it doesn't help the process of creating sprites.

    I feel like I've been lied to.

  • So C3 auto-generates the spritesheets, but that doesn't help people that want to CREATE and USE spritesheets in their projects.

    I wanted to be able to create my spritesheets in a paint program and import that sheet, because then I could just edit the sheet in the program more easily to redraw parts if necessary, etc. That way I can just work on one image file instead of have to split it up into different images and import each one.

    So this auto-generating spritesheet doesn't help in the PROCESS, because the process in C3 is still the same (you haven't shown otherwise), and the way it sounds is it just generates it in editor so that you can see the final output and also save on image quantity when exported (again, this doesn't change or improve the process of creating a project).

    Can we at least gain the ability to USE spritesheets in the editor???

  • I can't remember if this is possible, but I'd like to reference an instance variable without picking it. Such as sprite["variable"] where I provide a string.

    also, would there be a way to assign to the variable in the same way?

  • input

    "(one,two)"

    output

    "two"

    instead of having to do:

    left(tokenat(line,1,","),len(tokenat(line,1,","))-1)

    it would be nice to just type:

    right(tokenat(line,1,","),-1)

    so- basically allow negative numbers for left() right() in case we want all text instead of front or last N characters.

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  • Maybe try doing:

    Pick every floor on the layer

    if

    the player overlaps any > do nothing

    else

    do something

  • I want more ways to control the layout/layers. Like being able to rescale the x and y axis independently from each other.

    I want better way or alternative way to pan the layers instead of the awkward parallax. I want to be able to set the position of a layer, also where it rotates(so it doesn't always rotate from the center of the screen).

    I want effects to not always act from center of screen.

    I want tilemaps to be rotatable and the collisioncells to work well when they are rotated.

    I want tilemaps to be resizeable too.

    I want spritesheet support- allowing to use a spritesheet instead of individual frames.

    I want better shader support that allows multiple textures to be used in a single shader so that better effects can be made- stuff where I can store texture data in one and refer to that to fill another texture and etc.

    I want a scale inner and outer options that keep pixels square by rescaling integer based.

    I want separation of layer properties from global layer objects, so you can set global layer properties independently of global layer objects.

    I want menu features, and stuff that helps facilitate the creation of menus of all types.

    I want families to have ability to swap instance variables, or allow instances to reference all possible variables regardless of a family, or vice versa- it becomes a hassle sometimes.

    I want more family features and group features.

    I want some timesheet? features that help schedule events so that events can be choreographed more easily.

    I want better ways to transfer events/etc to other projects to reuse them.

    I'll think of some more..

    edit:

    I want solid behavior to have some parsing, to allow more control over what is allowed to collide with what.

    I want tilemap animation features, to allow tiles to be animated.

    I want 9-patch allowed to be animated

    I want tiled background allowed to be animated.

  • The real question is, can Construct survive without third party plugin developers?

    Plugins work in the free version of C2 as far as I know, so I'd assume they'll work with free version of C3. Whether the plugin developers want to support C3 is another question. Since everything about C3 hasn't been revealed yet, it may be possible that there are some new features that allow for improved plugins- and if that is true, it might be a potential business in itself to develop them / sell them.

  • > Are you also working for free?

    >

    In the year 2017, if you're in any entertainment industry, and you're not a big player, it is inevitable you will be "working" for free. So, yes. Yes, again. Many more times, yes.

    Yep- I can attest to this. Independent developers often put countless hours into their work without being paid or ever receiving a fair return.

    I feel competent enough to invest my money into a tool I know I can utilize well and that I know can provide me with results, but I understand that for others who are new to Construct the subscription will scare them away. For them, they may not even spend the full year using it because focus shifts from thing to thing when you are starting out and learning- you often run into walls that hold you back or discourage progress, etc. I know I probably wouldn't have used Construct2 if they were using a subscription model when I first looked at it- I would have turned to something else that is more forgiving of my time.

    So lets say a new user pays up and uses the program, but it takes them a whole year and they still haven't become completely competent with it- due to the subscription model, that might make them question whether they want to pay for another year of potentially the same outcome.

    Sure Construct is a tool that looks like it makes developing games an easy thing, and yes it does make it simpler a process, but developing games involves a lot and it takes a lot of time to master. Developing games requires more than just programming/scripting, etc.

    It's going to be really interesting to see how the community changes after C3 is released.

  • Making a fighting game is totally possible using C2... dang- just thinking about it makes me want to make one.

  • yes, you'd use the nw.js export.

    Then you'd upload the windows/mac/linux versions to steam (they give you instructions when you become a steamworks partner on how to do that).

  • oh yea, and another issue is when your drag it to a position, and then try to increment the value by one, it gets reset to the position you dragged from, which defeats the point of dragging it.

  • one thing I ran into is the image editor not keeping fractions for collision points; example: x position of 12.3 would become 12 when closing/reopening image editor.

    , and various display/selection issues with frame/animation duplication.