I don't think it's a problem with the events. I have not been able to move into the walls.
What browser are you using to test?
It's flawless for me in Firefox 14.0.1 and Chrome 20.0.1132.47.
Search for "grid movement".
Possible, yes, but the solution has little to do with construct.
It's done with the windows api which is normally accessed by programming in c. You can access it in Construct with python and either the ctypes or pywin32 libraries.
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Some possible solutions:
http://www.scirra.com/forum/destructable-space-invaders-barrier-how-do_topic54056_post337988.html?KW=worms#337988
http://www.scirra.com/forum/destructible-terrain-better-ideas-than-this_topic55053_post344054.html#344054
Greg
What C2 release are you using? The logic of the capx is sound, the wall detector is doing exactly what it is designed to do: it checks the next grid position before moving. The position lag is not the issue.
Here's an example:
http://dl.dropbox.com/u/5426011/examples13/forced_scroll.cap
ArcadEd
No, it sets the angle. I shouldn't be zero.
http://dl.dropbox.com/u/5426011/examples13/turrets.capx
Here is a way to do it without behaviors:
http://dl.dropbox.com/u/5426011/examples13/45bounce.capx
Try the "rotate toward position" action.
For example to rotate 100 degrees per second:
+Every Tick
-> Gun: Rotate 100*dt degrees toward (player.X, player.Y)
Imbechile
toralord
Enable the layout setting "Unbounded scrolling"
Urled
f player is overlaping box
and ENter is pressed
That works fine here.
If you changed the size of the canvas with events the canvas will still have the size it had at edit time internally. This is by design and has it's uses. Use the "resize canvas" action to counteract it.
Here is the newer version of CC:
http://www.scirra.com/forum/construct-classic-r2-released_topic48884.html
Families are used so you don't have to repeat events for each object that does the same thing. Containers sound closer to what you want, they make a set of object types get picked together. The only drawback of containers is they don't work with families, and only one instance of each object type can be in a container. The object pairer could work for some cases but I recommend looking a examples to see how it works. The final way is to use UIDs of other objects stored in private variables like the example in my previous post.
For further info:
Containers:
http://sourceforge.net/apps/mediawiki/construct/index.php?title=Containers
Object pairer:
http://sourceforge.net/apps/mediawiki/construct/index.php?title=Pairer_Object
example:
http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=2669
Member since 15 Jun, 2009