granpa's Recent Forum Activity

  • rhp9

    Sorry to be blunt, but reading the manual might help before posting.

    Totally agree , so many want a short cut .

  • You don't need a global variable to check for visibility !

    From the manual :

    Is visible

    True if the object is currently visible. Invert to test if invisible. This only tests the visibility set by the Set visible action; it is not affected by the object being offscreen, having 0 opacity, or being on an invisible layer.

  • This might not be exactly what your looking for , but might give you some idea's . Any way can't hurt to look !

  • Your welcome , glad to help .

  • https://www.scirra.com/manual/132/common-actions

    first:

    Set angle toward position

    Set the object's angle to face a position in the layout.

    and then:

    Move at angle

    Move the object a number of pixels at a given angle in degrees.

  • This is from the manual .

    Number of layouts also is unlikely to have any effect other than the download size. The layout size also does not have any direct effect; larger layouts do not use more memory or require more processing, unless you use more objects.

    https://www.scirra.com/manual/134/performance-tips

  • You found out what unbounded scrolling does so now you control it manually. The scroll to x and scroll to y let you do just that ! By using the clamp() with your player x and y along with the scroll to action's your saying scroll to player x or y unless the player gets beyond a point where you don't want to scroll any more , otherwise you see the areas that you rather not see anymore . The first parameter of the clamp will be the player's x or y position , the next parameter the minimum position left or top of your layout and the last parameter the max position of your right or bottom of your layout respectively . This way it scrolls with your player like normally and stops scrolling when the player get's beyond that point where it normally would have stopped if unbounded scrolling was turned off , this is usually the halfway point of your view port . So if you have a bigger layout that your view port you will have to input the parameters in the clamp () comparator after figuring them out .

    Hope i did not lose you ,if someone can explain it better then please do !

  • Scroll to position

    Scroll to X

    Scroll to Y

    Set the X and Y positions to center the view on. This scrolls all layers taking in to account their parallax property.

    clamp(x, lower, upper)

    Return lower if x is less than lower, upper if x is greater than upper, else return x.

    scroll to clamp(player.x,whatever,whatever)

    scroll to clamp(player.y,whatever,whatever)

    Play with this , might work .

  • Unbounded scrolling

    By default the game window cannot scroll past the edges of the layout. Set this to Yes to allow unlimited scrolling in any direction, even past the edges of the layout.

    https://www.scirra.com/manual/67/layouts

  • Good find Captain. After looking at LF. It's the full on Box2D engine with Particle Liquid behaviour. This would be great a a replacement for the current Physics.

    Ashley

    Anyway for a review and or replacement of the current physics?

    I agree entirely , this would be a huge boost to our current physics .

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  • https://www.scirra.com/manual/125/system-actions

    Go to layout

    Go to layout (by name)

    Switch to another layout in the project. Note that global variables keep their current value - they are not reset. To reset them use the system action Reset global variables.

    Make an event that checks if the variable that holds your score is greater or equal to 50 then add action from above .

  • The same is true if you design something that will utilize the mouse , you must add it as well .

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granpa

Member since 29 Apr, 2013

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