UrsaFrank's Recent Forum Activity

  • I'm just about to start coding knockback for the hero(8Direction) in a topdown game. Previously for my projects I used the bullet behaviour to make knockback, which works perfectly fine but before I do it again, is there a better option that I may have missed or should I just keep doing what I've been doing?

    I ask because it wouldn't be the first time C2 had a very useful feature that I should use but somehow completely missed.

  • I will be looking forward to it

  • This is awsome! I love this kind of style and will deffinatly be using it as soon as I can.

    That example GIF looks great as well. But is it just a mock up or is from an actual game? Cause I would like to play it

  • No. 2

    I honestly had no idea. Knowing that would have made my life easier on a few occasions

    No.5

    I ment more for Construct as a whole, not just the event editor

  • I'm sure Scirra are doing their best to make C3 the best engine it can possibly be. Even if none of the things listed below are part of C3 I'm sure it will be a great engine.

    That being said, the following listed items are just features I would personally like to see in C3 or that I think would make it a better engine overall.

    No. 1 - The abillity to write events in Javascript

    I know part of the appeal to construct 2 is that it is a code free editor but I do feel that being able to actually write code would be more comfortable for some people (including myself) whom do actually enjoy the feel of typing away on a keyboard rather that coding purly with a mouse. Even if the code editor did little more than serve as a front end for the actual event system. This would also make it easier for users to share code with each other online. (Mabey extend this to TypeScript and CoffeeScript too)

    Just to clarifi, I don't want to get rid of the current editor just adding another option.

    No. 2 - Linking multiple eventsheets to a single layout

    This would just be a simple way to write less but more efficient code across multipule layouts. For example; if a game had multipule layouts for levels and had custom code for how the playable character moved but each level had some unique code for certain level specific mechanics then it would be nice if you could write the character movement on one sheet and link it to multiple layouts and then give level mechanics there own eventsheets.

    I know there other solutions to this problem such as writing all the code on one eventsheet and checking the layout name before running certain chunks of code but that also has it own problems such as...

    No. 3 - Being able to make objects retain variables and values across multiple layouts

    Say I wanted to make a character jump into a portal (to another layout) and keep the arc of the jump going on the other side. Or I wanted an object to hold a value (such as lives or score) across only apropriate layouts and drop or reset it on others.

    Again I know there are other round about solutions to this but I just wanted it to be on the list.

    No. 4 - More options with the defaut objects

    Stuff like adding a multi-jump limit to the platformer object instead of just a double jump and adding an option to make an objects movement go in steps etc,etc. This one's pretty simple.

    And lastly

    No. 5 - Customising the look of Construct 3

    Some people prefer a darker look to their editor and some people prefer a more classic look. Giving people the option to change the visual style of their copy of C3 can only make people happier.

    This would also be good for visually impaired people if they wanted a high contrast mode.

    And there you go. As I said, this is all only my personal opinions and should only be taken with a pinch of salt but if any member of Scirra see's this, just know that I think you've done a great job with C2 so far and I will raise a pint to your work on C3

  • Dungeon Sprites & Tiles — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/dungeon-sprites-tiles-1544

    <p>Made in the style of a dungeon themed metroidvania. Comes with a character (with and without armor), an enemy, tiles and others.</p>

    Use this topic to leave comments, ask questions and talk about Dungeon Sprites & Tiles

  • That's great thanks

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  • ...er... Is there anyway I can mark this as solved? This is my first topic.

  • That is fantastic! Thanks a load

  • It's jumping from layout to layout.

    I'll try to explain it more specifically:

    Each layout is its own room (birds eye view) in 2 by 2 grid. When the player walks outside the layout the player will be sent do another room.

    If they are in the bottom left room layout and they walk off the top of the layout, the go to the top left room layout, but if they are in the bottom right room layout and they walk of the top of the top of the layout then, they will end up at the top right room layout.

    Like i said I currently have a variable keeping track of the layout the player is currently in but it would make things a lot easier down the line if I could just check the current layout via the shared event sheet for the event.

  • I have a few layouts that have a shared event sheet and I want to be able to check what the currently active layout is so that 1 event can act differently based on the layout.

    I currently have a variable I'm changing in accordance to the layout swaps. It works but I doubt it will easy to keep track of when the number of layouts grow.

    something like:

    spacebar pressed

    current layout == "this layout" >> do this thing

    current layout == "that layout" >> do that thing

    Thanks for your time

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UrsaFrank

Member since 10 Jul, 2015

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