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Some shortcomings in the behavior area

synaps3
Registered User
Quote
2018-02-19 11:17:42

I have the trial version of this and I've been playing around with it for a couple of days. I am making this post here because I see a lot of potential with this engine, but IMO there are some major shortcomings in the behavior part of the engine.

I have been using Unity for a while and I think that this engine could fill a major market area for users of Unity that don't have programming skills. The ease of use and straightforwardness are great, BUT I think there needs to be much more development in the behavior. Yes, Unity and the likes might have better graphics, but I don't think that matters as most small game producers won't even be able to use all of those graphic capabilities anyway.

This brings me to the main point: The behavior system is FAR too limited. Yes, I do know that scripting is also a feature, but after going through the development process, I've come to find that most of the things I need to do will require scripting. And NO, this is not because I am asking for anything advanced; it is simply because there are some holes in the behavior:

1. The text items in the behavior list should change to reflect the object or action that has been selected - what I mean is, if you have a lot of events that say "do something to something" it gets annoying. It should say "do something with [insert object name]" or something to have it more obvious.

2. Both the key press and mouse click need a subitem in the menu to specify distance or range from object. When I choose click on object or whatever, if I go all the way to the other end of the map and point to the object from a ridiculous distance, it will still activate. There should be a checkbox and a place to enter a distance for both click and keypress.

3. There should be a way to combine actions with AND so that two or multiple things need to happen to perform the action.

4. Objects could have a tag that allow them to act as a group with one action

5. Timers should be able to be triggered at a certain time and then applied to different objects. "Every few seconds" is too limiting because say you wanted something to happen after something else, you can't do this because the timer is always running in the background.

I think some inspiration could be taken from something like Clickteam Fusion. If copper cube had an event manager like that, I know it would greatly increase the number of users for it.

Hope you understand that I am not just coming here to complain. I really like coppercube and I think it could become a major tool for non-programmers that currently use something like Fusion or GameMaker - both of which have terrible 3D capability.


Zoo
Guest
Quote
2018-02-19 16:03:53

Hi There.

I don't believe any of these things are a priority ...

There are several ways that timers can be implemented without scripting using variables. Read the forums.

As for the rest, it would be convenient but not necessary...

I think the priorities of coppercube need to be to extend the platforms that it supports, crete ragdoll effect and improved lighting..

Most people agree with me here....

Otherwise... a mysql driver would also be amazing so that we can create simple multiplayer.. We don't need all the advanced multiplayer features of other engines because Coppercube is ideally built for one man teams.

I think Mobile AR also might be a nice option.

Other then that, everything else to me is not as important and we should focus on what is important


niko
Moderator
Quote
2018-02-22 04:37:04

Thanks for all the suggestions, they make sense. Added some to the TODO list.


jdw6701
Registered User
Quote
2020-01-22 17:52:52

wrote:
Thanks for all the suggestions, they make sense. Added some to the TODO list.




all of them should be on the to do list. You promote a "no coding required" engine where you are forced to use script coding to do anything of value.


aloan
Registered User
Quote
2020-05-11 00:34:02

whoah! I got excited because I read you mention Fusion! the 2 dimensional version of Coppercube! (well sort of, lol)

When I think of Coppercube I think of it as a 3D Fusion...

But oh wow! it would indeed be SO amazing if we could have the eventing be like that of fusion, one under the other, and we could arrange, organize the events much better...

Coppercube is the ONLY engine I am capable of doing a game without coding. I downloaded most ALL of the other engines... but NONE does what Coppercube does!

I hope this engine gets the love and popularity it deserves...
Lots and lots of more people coming to it, and NIKO working on it more or more people to help make the engine even simpler for people who don't code...


Robo
Guest
Quote
2020-05-27 09:56:06

synaps3 wrote:
I have the trial version of this and I've been playing around with it for a couple of days. I am making this post here because I see a lot of potential with this engine, but IMO there are some major shortcomings in the behavior part of the engine.



2. Would be nice but you can create a proximity and variable to fix that, or much better don't have distance checks on every single item, just use one single code to only check the local objects for distance and highlight coming from the player, not each item - much more efficient. I posted the code on the forum to do this.

3. There already is room to add multiple actions to run at the same time, just like an AND, or you can do ELSE like an OR - does that answer your question ?

5. There is an 'action_DoLater' extension that you start only at certain times and once ended will run another action.


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