Check oot the manual : construct.net/en/make-games/manuals/construct-3/behavior-reference/platform
Yes you simulate control and when on collision with something you reverse the direction. But that only makes sense if it moves on its own.
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Swap the speed and angle of motion actions around so speed is first
I don't think they are visible, I don't see any events relating to movement of the character from those mouse clicks or keyboard presses.
Not really sure what I'm looking at, only you know the game. It's a sprite bouncing left to right off solids, what's the issue? What is meant to happen that is not happening? Are all the relevant events visible in the video?
"If the character has the speed set to 0, you can't change the direction to either up or down, but just left or right. This, only when the speed is set to 0. In the game, after you choose a direction, the speed goes automatically to 150." Is that true?
typo I meant 0-100
Yes like that but the range is 1-100
You should use separate objects because for example :
You want to spawn a dragon = 60 animations = 60mb
You want to spawn a horse = 60 animations = 60mb
If they are separate you can spawn a dragon with 1mb of memory.
Right I see, actually that is not a good approach and one I've tried before. You end up with one object containing all the graphics memory. Better to use separate sprite objects for each enemy.
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How many is a lot? Why would you need tons of animations for a monster? It's up to you, if the memory usage is too high then limit the number of animations.
it is simply Tilemap - load image , URL "myNewTileset.png"
Technically it is hinted at because it says parameters will help to use information from the action calling the function but yeah it could be explained more with picked instances or give an example.
It's by design, you can pass the UID of the picked instances through the function as parameters. Think of the function as a separate event with nothing picked and no knowledge of other events.