Rory's Recent Forum Activity

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  • This is very helpful, thank you :)

  • I don't understand how having full control of creating your own loading screen by letting a layout be a loading screen is not better than making a whole new system to customize a loading screen o.O

  • Thanks for taking my ideas seriously!

    What I feel would be missing from using Layout View for a scene graph is the event level control of layouts within layouts. For them to be useful to make composite objects, they would need to have some of the behaviors of a layout and some of the behaviors of an object.

    Some basic version of this already exists in the aekiro's ProUI collection of addons. GameObject behavior allows to combine several objects into a group, where child objects will move/rotate/scale with the parent.

    Yes, I'm using that in my game right now, and I worked with Aekiro to help find all the kinks in it early on. It's good, but ultimately it lacks what the C3 SDK doesn't allow him to do.

    I think a good way to see if the official system will be capable is that it does at least everything that Aekiro's plugin does!

  • imgur.com/cdJkTYV

    i.imgur.com/cdJkTYV.png

    This is my mock up for a scene graph system for Construct 3!

    A Scene is a new Object Type, that when double-clicked opens up a new kind of page - "Scene view", which shares the design language of the Construct animation editor / Layouts. Object Types on the Project view simply display as any object, and can be treated as an object similar to a sprite in Events.

    Once opened, a hierarchy window is available that allows you to sort the hierarchy (Parent and children) of objects dragged into the Scene view. Object children, when moved in editor (and with Events in runtime) conform to their parent's movements and rotations, as well as other events like Destroy.

    If an object is created either through events or editor as Scene 1 object

    -It should contain the parent/child associations, and so in runtime, if for example "Torso" is being manipulated, it's children should also follow suit.

    If an object is created through events or editor as Torso object

    -It does not contain any parent/child associations and so if it is manipulated, it is simple an ordinary sprite.

    It should still be possible to spawn objects of for example 'Torso' as an individual object, without spawning the rest of it's children within a Scene as long as the object that is being spawned is Torso and not "Scene 1".

    There should be a way to pick objects by parents and children for individual control of parts.

    Being able to Nest Scenes would be amazing, but I can imagine that being a lot of work.

    There is a show image point option in the Editor properties to toggle showing all origin point and image points to better align composite sprites.

    There is a Z order window in my mock up. But I am not sure if it is needed with a hierarchy. It could still be useful to be able to control whether a child is above or below it's parent.

    It would be very useful if we could composite different object types, mainly Sprites, 9-Patch, Particles, Text, Sprite Font, Tiled Backgrounds, Tilemaps (not really that important).

    Just my ideas, but hoping the team takes some of these ideas!

  • Wooooo

  • You speak like that's going to happen soon!

    Excited for that Ashley

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  • The engine has specialized features for games and is focused on games. It can make apps well, but that's as a bi-product of just being a good 2D engine. I think on Scirra's part what their idea is to market it as what it's intended for - games - and people who find it useful for app creation will be pleasantly surprised versus if they advertise it as a App creation / Game creation platform, and people will be disappointed by it's limitations.

  • You can do that neatly with this plugin

    construct.net/en/make-games/addons/294/input-manager

  • If you're going to be making an RPG that RPG Maker can make with little or no add-ons or scripting, then RPG Maker is 10x easier. But if you're trying to deviate from traditional RPG features or art styles by a long shot, then you can consider Construct 3. The ability to use JSON text files and JSON arrays in the editor itself has helped a lot for me. You'll be using that as databases and dialogues.

  • You were on the right track in your first post. You can disable collisions as well so it won't process any more collision events for those objects :)

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Rory

Member since 19 Jul, 2012

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