electrii's Forum Posts

  • Yup, I can confirm this.

  • Well, it gets disabled after only about 2000 or so pixels so it's kinda crippling in that regard

    Luckily I didn't integrate physics TOO much into my game yet.. it was just kind of disappointing to finally start building a level and then suddenly find out I can't use physics anymore.

    Ah well, maybe it's for the best. I'll try to work around it..

  • So as it is now, it's pretty much impossible to use physics in scrolling games?

  • Ashley, is that something we can do on our end or something you'll experiment with for future versions?

    just out of curiousity, why was this limitation put in place?

  • This is pretty weird, I just enlarged my layout to 20000x15000, and after I walk a certain distance from the corner, all physics objects freeze in the air the moment they're created.

    It's like some invisible border that disables any physics objects created beyond it.

    I'd post an example, but my .cap will be hard to strip down..

    Anyone else experiencing something similiar?

  • All you need to do is create another layer for the score and set the layer's scroll rates to 0%

  • Well, I didn't see this one coming

    Is there a simple way to do moving platforms (to work with the platform behaviour) that I missed?

    a solid moving up with a character on it will just make the game hang, and if it's moving to the side it just slides underneath the player.

    any ideas?

    Also - is there a smooth way to make platforms you can jump on from underneath? maybe a "platform" attribute in some future version?

    Thanks in advance.

  • Another fantastic release! thanks!

    textured particles effects..

  • Instance, that's brilliant

  • Absolutely amazing!! I can't wait to play around with the new version

    Edit: I played around with the particle behaviour for a bit, and it's alot of fun

  • It would be pretty sweet if we could manually rotate tiled backdrops, via a "lever" similiar to sprites.

    I'm not sure how troublesome it would be to implement, but it can't hurt to suggest

  • Thanks guys, the combined tips in this thread helped me pretty much figure it out and have a real breakthrough with my engine!

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  • I'm having alot of trouble with multiple objects of the same kind behaving as a group instead of individuals.

    When exactly is it best to use "for each"?

    For example, I want object "Enemy" to play a walking a animation when value "Walk" is 1, with "Trigger once" so the animation won't stay on the first frame.

    It works with one enemy on the screen, but if two are walking at the same time only one will animate.

    If I add "For each" to the event then they all animate whenever one of them is walking.

    This is killing me whenever I try to add some AI, could anyone throw some tips my way?

  • I'd also love a path behavior. it would also be nice to be able to to assign each waypoint a "resting time"

  • Hey again, another small suggestion - wouldn't it be nice if under "Size & Position" we could resize objects using percentage relative to its original size?

    Making objects gradually grow/shrink is a bit of a pain with "set width/height" if the object is asymmetrical.

    I'm sure some people here can relate