> General tab
> I don't know if i understand what you mean. When you click to "choose" the idea is open the same tab that on editor to pick one of the objects in your project. But i guess maybe this is not possible and this have to appear in the events editor?.
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My main question was: it shows "select target object", "select collision object" etc - how does the editor know to put those there? Presumably the user has to select what to put there - how does that work? How does it integrate with events? What's the workflow?
[quote:fyzpzlvt]Duplicate properties tab
No duplicate tab, i copied the same style for fast concept
This makes it pretty confusing to interpret your concept: you made it look like a dialog, but significant features of it are not meant to be in that dialog? Communicating the idea clearly is difficult, but necessary to get the right idea across.
[quote:fyzpzlvt]Why are only "platform" and "top-down" tabs available?
At first was only a general features to use in any type of game but i added at the end the top-down because depending of what type of game you are doing you will need one or other properties. So maybe will be better a list or other way to show the properties for all the style games we want to add.
This sounds like steps towards either god-behaviors which try to do everything, rather than small independent behaviors targeted for specific uses, which I think is a better approach to focus on.
[quote:fyzpzlvt] Why is only "On collision" listed underneath that and how does the editor know to show that and not a different trigger?
The idea is add the most common features and for more complex behaviours use the event editor. I guess better some kind of list or way to choose the action.
So this duplicates part of the event sheet? I really don't think it's a good idea to duplicate existing parts of the editor, it makes more sense to me to keep everything in one place. And again, who chooses what appears there, and how?
[quote:fyzpzlvt]Overall questions about how the editor know what to list
I don't know if i understand this.
My point is: where does the information come from? For example your mockup appears to mix both the Platform and Bullet behaviors, and the cells in the bottom-right appear focused on the platform behavior. Why those properties? Do we hard-code those in to the engine, or are they user-configurable? How does the user configure them? How does the user define what "One touch = kill" does? There are just so many questions about how this would actually work in practice that I would say you've shown a concept for maybe 10% of the idea.
We've been doing Construct a long time and we also have a good sense of what confuses new users, what annoys experienced users, etc. I'm not trying to rip apart your idea because I don't like it, it's just this is exactly what we do internally when approaching a new feature. There are a great many angles on it, ranging from user experience, to the performance overhead in the engine. If you can go through a similar process when coming up with feature ideas, it's much easier to actually consider it, and that would help you convince us to do what you want.
This could become a sticky or tutorial titled: you have a feature request? Read this first