The simplest way to do that would be to add the physics behavior to your objects.
I think you changed your event. Right now it will only trigger if the player leaves the top of the screen.
Anyway to fix the crash (or hang) of your game uncheck "global" from your objects properties. When objects are global they do not get destroyed when the layout changes or restarts. So when the layout restarts when the player falls off the screen the layout restarts again because there is still a player off the layout.
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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.
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.
Member since 15 Jun, 2009