TiAm's Forum Posts

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  • Thanks Burvey! I guess Somebody deserves a little credit t0o...

  • Somebody

    So...where is the current version of Stuffgen? The version on the first post is pretty old (has the HSL glitches and everything).

  • What would be interesting is a live preview within the editor. Even better, the ability to edit the live preview in real time.

    Oh yes, especially the latter. We can kind of do this with debug, but holy hell is it clunky.

    Here's what I imagine: being able to drag a slider to change values for a litetween object, or the accel/decel of an 8direction or car behavior, while actually playing the game.

    I guess we can do this now by adding our own debug overlays, but the whole idea of construct is to make building games faster and easier, and encourage experimentation and discovery. Being able to modify values in realtime with immediate visual feedback would be a great improvement.

  • Seems like this would be a bit conflicting with the way the IDE works now. Flow chart/node systems are great for some types of logic, and terrible for others. This brings us back to one of the improvements for C3 that most of us can agree on: a UI/Engine SDK would make systems like this possible for those who want to use them, and optional for those who don't.

    That being said: I would love to be able to initialize instance variables and obj/behavior properties with global variables (with autofill and auto-name change in full effect), or even the returned value of a function.

    I'm thinking of all plugin properties having a pulldown where we can choose from a list of all available global variables, or define a function name. Mind, the values aren't 'locked' to the global value, they simply use it to initialize the given parameter when the object is created.

    Other random idea:

    Wouldn't it be awesome if it were possible to build IDE extensions (widgets, windows, what-have-you) inside C2 itself? They could then be exported as self contained files and shared. These extensions would run as NW.JS apps inside C2, where they could be docked or free floating. Each project could have defined in its propeties which widgets it was using, and capx files would include all used widgets with it so people could still trade work sessions easily.

    I'll confess I'm a bit short on specific use cases for this. Just seemed like a cool idea, figured I'd share it. Remember, right now, we're all just brainstorming, hoping to come up with some good ideas that might strike Ashley's fancy.

    R0J0hound

    Love it.

  • Good work, jayderyu. Most of your suggestions are practical, well thought out, well explained, and would not be possible in the context of C2.

    I added one minor addition: Bool/Array as a new global/local variable type.

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  • Hmm, would be handy just for space issues: with all 6 exports, the resultant folder is at least ~500mb's, and can be a lot more if your game contains significant assets. Those test exports can add up on an SSD.

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