Anticipation jump? Have a look: dropbox.com/s/a5bzym3aex89j70/platform_slope.capx
Probably not. There are some attempt already. However I appreciate for you consider sharing the source since I do puzzle games too.
Use particles object then adjust it's properties until match your reference. It is one-shot type particles for sure.
Work just fine in my desktop:
Probably a problem with graphic driver. Try to update it or reinstall Construct.
HUD essentially just 2D layer with scrolling & scale rate set to 0 so the visual elements anchored all the time on screen.
Family & Hierarchy what you are after. For simpler situation such as grouping instances of same object you can use instance variable as tagging system that refer to that group.
A simple use of pathfinding: dropbox.com/s/fumc7ctko35r68r/tap%20path.capx
Side scrolling combat reminds me to "Spirit Engine". Perhaps the combat terrain doesn't match what it seems from top down exploration.
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Opposite direction have angle difference 180 degree. You coudn't be wrong using addition or subtraction by 180 degree, either works. Incorporate Anglelerp if easing is mandatory.
Use Anglelerp to lerp things that rotates.
It just like creating snake segments with exception the movement wiggling in horizontal.
An example so you are free to modify the sine behavior to match your preference: dropbox.com/s/x2now0l7f993boo/snake_body_pin.capx
There are already discussed topic about match-3 mechanics even I created too. Took me about 3 months to get basic gameplay to work. I suggest create more simpler puzzle game such as minesweeper as starting project. But I already shared basic match detection system for match-3 if you interested: dropbox.com/s/fw5yl7lis041fln/find_detect_match_3b.capx
Here to give an idea how refill mechanic works: dl.orangedox.com/XcLaDWPTEw2jc47fZZ
An old match-2 example: dropbox.com/s/zue2uv3wfilzrt5/collapse_puzzle_rev.capx
Physics match pop: dl.orangedox.com/OGM63EnGP539HceF53
Which effect? Send the file with applied effect to let other help you inspect the problem.
It's called "analog jump" which is jump height determined by how long player press jump input. If you want consistent jump height just set jump sustain to O in platform behavior properties.
It's just like creating dialogue system perhaps with interactive choice like quiz.