It is spawning at the image point but the physics object rotates about it's centre of mass and not about the origin.
You can choose the first layout under project properties.
Oh I missed that you ran them both in the emulator. It's probably got to do with the mobile optimisation that's done on export.
scirra.com/construct2/releases/r92
"Performance improvement for some mobile browsers after exporting. It may be worth re-testing your games on mobile if you have already since the framerate may now be measurably higher in places, depending on the system. Note the optimisation is only applied on export - if you use Preview-on-LAN feature it won't be any faster. "
When the character is on a platform it's slightly overlapping it, so...
System: PG_Hor = 1
Player: Is overlapping PL_horizontal
PL_horizontal: Set width to self.Width-4
Opera doesn't support WebGL/hardware acceleration so it's going to be slower. Well Opera 12 was released yesterday which has experimenatal hardware acceleration but you have to manually enable it.
http://my.opera.com/desktopteam/blog/2012/04/20/update-on-hardware-acceleration-in-opera-12
You have 'unbounded scrolling' turned on in the layout properties so you can keep moving outside the layout for ever. And the bullets have the DestroyOutsideLayout behaviour which is why they disappear instantly when you're outside the layout.
I think giving every sprite it's own timer is best for things like this. 'Every x seconds' won't work as you want it to for multiple sprites.
timedWaves.capx
I don't know why the velocity is changing back to zero but try this: capx (r94)
I modified vtrix's example a little. capx The last created object will be on top in z order.
Develop games in your browser. Powerful, performant & highly capable.
You'd have to make the Shooter sprite global to keep it's instance variables between layouts.
Something like this:
<img src="https://dl.dropbox.com/u/8367729/construct/pics/theStack.png" border="0" />
Though I wouldn't use the UID to index the array because your array will be much bigger than you need. Instead you could create a queue. Start with a zero sized array and push the attacks onto it. Then when you process the attack you can pop it off.
Just store the character's position in a global var and set it again when the next layout loads.
Member since 17 Apr, 2012