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  • it snaps the origin to the grid first and only snaps the edges when transforming. So depending on the placement of your origine the edges can be offset even with a object at multiples of grid size.

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  • you can set parallax in the layer properties, lower value means slower, higher means faster movement.

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  • like newt already alluded to:

    The way Unreal and Unity can be free is that they have a few huge AAA games made in the engine that pay millions in licensing fees (the fees are based on the games revenue as far as I know).

    With an engine like Construct 3 that (from my point of view) is more so targeted at beginners and small indies, there probably isn't as large of a revenue generated from the top games for a similar system to work.

  • you mean Sonic like movement where he rolls when very fast?

    It's just platformer movement with slow acceleration an decelleration. The spin is just animation.

    Or am I misunserstanding? Do you mean the burnout thing/dash?

  • for pick child to work the objects need to be set as children beforehand, which doesn't seem to be the case currently.

    I assume you want to pick the correct warning_error_glow.

    This can be done multiple ways, for example you could use pick neareast to sprite.

  • use the condition pick child

  • use round(random(min,max)/tilesize)*tilesize

  • Hey,

    These points are a bit too vague and can be tackled very differently depending of the exact functionality you have.

    On this website under learn there are tutorials you can check as well as the documentation.

    In case you have more specific problems feel free to ask.

    I hope that helps :)

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fedca

Member since 6 Jul, 2017

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