I stayed up last night and made something with instant-hit bullets that was ~260 FPS, pixel-perfect, and couldn't properly calculate the blocking effect of multiple circles! Oops. I'll figure out what the problem is on the weekend - the events look like they should work, but the collisions are acting strangely.
Before this, I had a method that attached 1px wide, 500px long sprites to the circle and checked collisions, but it wasn't accurate enough. And before THAT, a similar method with thin sprites attached to shadows, but collisions with other circles didn't work well.
There's probably a really elegant solution that I'm missing, but it's good experience to be messing around with different areas of Construct this way. I learned a bit of circle-related maths, too.
The game I'm working on is the one from this thread:
I'm planning one section of the game set in a sequence of spinning reactors - the light from the reactor will quickly burn the cells of your swarm, and you need to make your way through without leaving the shadows. The levels should vary - in some chambers, I'll set up spinning, orbiting spheres; some blocks travelling around a central star; some with the light source moving around other objects. Nothing too complex, hopefully the kind of puzzles that make you stop and think a moment, then quickly move on.
I'm setting up an abilities system for the rest of the game, but not sure if it should apply to this area. It would be interesting have some puzzles where you need to slow down or stop time while still being able to move.