For sure, it's probably not necessary to have this behaviour do that. I'm thinking along the lines of using this to set the waypoints only, so more as a replacement for Pathfinding. I guess at that point it'd cease to be a movement behaviour!
I have no specific idea in mind for this, just throwing out some ideas :D
Thank you, this is great! Some suggestions after a quick look through it:
• A property to set acceleration/deceleration would be very helpful.
• Similarly, a delay before following could be useful.
• Triggers for "On follow started" and "On follow arrived" or something like that (for animation triggers etc.).
• A property to toggle enabled.
• A property to set "Waypoints Only" or something like that. This could be useful to use the waypoint setting ability of the behaviour but then use MoveTo or something else to actually do the movements.
• Stop on solid would be great :D
Fantastic QOL improvements in this release, well done Scirra!
Thank you for this effect! It seems to be the only way to horizontally flip a user media object.
Very nice, thanks for the update! QOL and UI improvements are appreciated :)
Thank you for this fix! I kept running into the issue but had no clue what was wrong.
This is fantastic. Thank you!
The "create hierarchy" action is a massive improvement - much appreciated! Tested it and it's exactly what is needed. This will completely change the way I do multi-part UI elements. Seriously, this is fantastic!
100% behind this. Being able to spawn child objects based on their relative positions, as opposed to them defaulting to the parent object's X/Y, would be a huge time-saver. I've had to create some fairly cumbersome functions to do this currently; having the hierarchy system be a little closer to other engines' prefab systems would go a long way.
Sorry, I realised too late that it sounded wrong.
The problem is in spawning the child objects. When spawned, they just go where they're told: X, Y, etc. So to position child objects requires coding.
In my proposed idea, I'd like it if there was an option to maintain the child's relative position in a different layout. An array of UI elements: info boxes that spawn at runtime, for example, and each has child objects (text boxes, sprites, what have you). The box and its children could be laid out in a "prefab" layout, elsewhere, and then on spawning, they'd spawn with that same relative positioning.
Whoops, just found a bug: crash when selecting (box select or Ctrl+A) 9-Patch and Sprite objects. Will file a proper report now...
I love the scene graph changes so far, and can't wait to see what other features we get!
I hope for a "maintain position relative to parent" feature, which would allow us to visually lay out UI elements, in a separate layout, which get created at runtime. Right now I have to rely on a mix of image points, hard coded values, and procedural positioning. It's all rather messy :P
Thank you Scirra for everything. Since I started using Construct 2 in 2012 (under the username GeometriX - I was a lot more active on the forums back then), I've really come to understand and appreciate everything that Ashley and the team has done.
You've built a fantastic piece of software that I hope was a realisation of your vision.
Construct 3 is so far ahead of Construct 2 that I think it's high time to retire the old man. This is the right choice.
So long, and thanks for all the fish!
Brilliant, thanks for the PNG compression update!
Member since 15 Jan, 2019