Rory's Forum Posts

  • I haven't seen them reply to anything on the ideas platform for awhile.

    But they seem to frequent the forums more, and recently all the discussions/feedback topics here have been getting noticed.

    There's a few ways to alleviate large global variable dropdown menus. You can reduce their scope to local variable in groups, or make them instance variable on global objects (with a defined scope). So it hasn't been a problem for me!

  • Bumping to get some more consideration.

    Over the past few weeks I've been searching through the long debug list a lot, and sometimes I wish there was also a search bar above the object list.

  • I can imagine Construct 3 basically becoming what Flash was for animators with that.

  • giphy.com/gifs/GLAA7tRNHMKH5aDtsq

    Any chance the inspector will get some love soon?

    I think the option to hide ObjectTypes with no instances would be a good start.

    (Though I've never seen why they appear at all if there aren't any instances, besides just not having the list constant shift)

    It would also be great if we could sort them by object count and perhaps group them.

  • Hey Rory,

    That looks really good!

    How many people are working on this?

    The graphics, animation and what's in the trailer look on par with some of the best games.

    Awesome!

    That's really kind of you!

    I'm doing programming and most of the art. We have a composer, Christoph Jakob. We have an illustrator, Pina. Concept artist, Rio. A freelance pixel artist, Yuan Gao. I'm still trying to expand the team to have more pixel artists!

  • I've updated this topic with the latest information and trailer!

  • Rory You really want that Prefab goodness don't you? :P

    There will definitely be an editor tool to build hierarchies that can later be used at runtime.

    As for reusing a hierarchy... I think it could work like the Set Instance action of the Timeline plugin, where you can define a base timeline in the editor and then at runtime use it with different instances other that the one used in the editor.

    Something similar could work in this case.

    Very much! Thank you for the hard work. I've been working on a large scale project on C3 for a few years now and Aekiro's GameObject plugin has been a great temporary solution, but there's atleast a hundred things that would've been easier to make and neatened by eventsheets with more editor functionality.

    It would really be great if reusing hierarchies wouldn't require events at all, if you could drag a Scene Object into multiple layouts, update one, and have them all update, that would be really useful. Which is why I keep coming back to prefabs. It's especially useful for when example, you have a tree object that is made out of the trunk, the branches and leaves, each of which is a different set of objects that are reused on multiple layouts. Then you want to shift things around on one. Containers make it so those components are now useless in any other usage, because they are now fixed to that set of objects.

  • Does this plan currently extend to being able to create presets of hierarchies of objects in editor, naming them and using them in editor and real time?

  • Cool idea!

    One piece of feedback, using "Minimalist & Clean design" as a selling point for a game feels rather odd. It's one of those things that the person viewing those screenshots should determine for themselves rather than be told through text. It also seems more a selling point for a software than a game.

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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!

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