You are assuming you know the number that C2 actually uses for G. Doing an experiment to reverse engineer the number, comes up with a factor of 4.7 for your simulation. Also, your starting coordinate is not 470, the center of the sprite is 459, so that is your distance reference.
http://www.blackhornettechnologies.com/Construct2Stuff/freefall_BHT.capx
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Ashley has written several blogs on exporting to Raspberry Pi.
The first sprite is alway a template for all others. If you deleted that sprite from the layout itself, you'll find C2 can't create any more sprites. It always needs one placed in some layout somewhere with the default settings. The common trick is to delete all default sprites in your layout and create new ones. The alternative is to place that one sprite in a utility layout that is never actually displayed. It's just one of the things you have to accept and deal with.
Are they on different layers with different parallax values?
Do you have more than one playerDB object? I tried a similar example, that worked for one dictionary, but if I create a second, the tokenat code shows blanks. If I add a Foreach palyerDB above the For each key, it then works.
Assuming you create the two together (which Containers do too), just store the UID of one on the other, and then when you need it, Pick by UID.
That is one way. Another is to use a Container.
https://www.scirra.com/manual/150/containers
It really depends on what you are doing. There's no one answer.
The bottom of the array index is Array.Width-1.
Array.Push
Array.SetAt(Array.Width-1,0) = ***
Array.SetAt(Array.Width-1,1) = YYY
The behaviour is normal. You can make your objects global or store and restore the data. It depends on what you are doing.
https://www.scirra.com/tutorials/1003/t ... th-a-lobby
Member since 28 May, 2012