granpa's Forum Posts

  • You need to have patience with it's development as well . It is still early , I am sure that the best is yet to come and deployment to platforms will continue to improve .

  • Have you tried these :

    ViewportBottom(layer)

    ViewportLeft(layer)

    ViewportRight(layer)

    ViewportTop(layer)

    Return the viewport boundaries in layout co-ordinates of a given layer. Not all layers have the same viewport if they are parallaxed, scaled or rotated separately.

  • Great graphics , makes me want to go fishing .

  • Try system>every random(20,40)seconds

  • You can make anything you want , start with reading the manual ,the get started tutorial , and go from there .

  • rhp9

    Sorry to be blunt, but reading the manual might help before posting.

    Totally agree , so many want a short cut .

  • You don't need a global variable to check for visibility !

    From the manual :

    Is visible

    True if the object is currently visible. Invert to test if invisible. This only tests the visibility set by the Set visible action; it is not affected by the object being offscreen, having 0 opacity, or being on an invisible layer.

  • This might not be exactly what your looking for , but might give you some idea's . Any way can't hurt to look !

  • Your welcome , glad to help .

  • https://www.scirra.com/manual/132/common-actions

    first:

    Set angle toward position

    Set the object's angle to face a position in the layout.

    and then:

    Move at angle

    Move the object a number of pixels at a given angle in degrees.

  • This is from the manual .

    Number of layouts also is unlikely to have any effect other than the download size. The layout size also does not have any direct effect; larger layouts do not use more memory or require more processing, unless you use more objects.

    https://www.scirra.com/manual/134/performance-tips

  • You found out what unbounded scrolling does so now you control it manually. The scroll to x and scroll to y let you do just that ! By using the clamp() with your player x and y along with the scroll to action's your saying scroll to player x or y unless the player gets beyond a point where you don't want to scroll any more , otherwise you see the areas that you rather not see anymore . The first parameter of the clamp will be the player's x or y position , the next parameter the minimum position left or top of your layout and the last parameter the max position of your right or bottom of your layout respectively . This way it scrolls with your player like normally and stops scrolling when the player get's beyond that point where it normally would have stopped if unbounded scrolling was turned off , this is usually the halfway point of your view port . So if you have a bigger layout that your view port you will have to input the parameters in the clamp () comparator after figuring them out .

    Hope i did not lose you ,if someone can explain it better then please do !

  • Scroll to position

    Scroll to X

    Scroll to Y

    Set the X and Y positions to center the view on. This scrolls all layers taking in to account their parallax property.

    clamp(x, lower, upper)

    Return lower if x is less than lower, upper if x is greater than upper, else return x.

    scroll to clamp(player.x,whatever,whatever)

    scroll to clamp(player.y,whatever,whatever)

    Play with this , might work .

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  • Unbounded scrolling

    By default the game window cannot scroll past the edges of the layout. Set this to Yes to allow unlimited scrolling in any direction, even past the edges of the layout.

    https://www.scirra.com/manual/67/layouts