Ah, that's what I was looking for newt. I just couldn't find it.
The method I used is very similar but keeps track of what direction is blocked with N,S,E,W. It can be expanded to handle all 16 cases, my example only handles 10 cases, which is enough.
Ex:
http://dl.dropbox.com/u/5426011/examples6/surround.cap
To disable smoothing, change the sampling to point. You can find it in the application properties.
As for the zooming, velosotiago's suggestion will work. You can also use the system action set display zoom.
Probably the easiest solution is to use only use the physics behavior, and make some events to apply force or set velocity of the object when keys are down.
Both CC and C2 can do it fairly easily. Here is one way to go about it.
CC:
http://dl.dropbox.com/u/5426011/examples6/adjacent.cap
C2:
http://dl.dropbox.com/u/5426011/examples6/4direction.capx
The platform behavior only works with the sprite object. A solution is to use a invisible sprite with the behavior and always set the 3dbox's position to the sprite.
You can do it with OID which is unique for each object type. When you get the OID of a family you get the OID of it's actual type.
ex:
+ Blue: Pick by Blue.OID Equal to Sprite.OID
-> Blue: Destroy
It would be:
sys.path.append(System.AppPath + 'data')
It's an issue with graphics cards that don't support power of two textures. I have the issue with my intel graphics card. It's known bug, but only affects the editor. Exported projects are fine.
http://www.scirra.com/forum/download-construct-2-release-412_topic43072_post268573.html?KW=background#268573
I was having the same problem in Windows Vista. I was able to fix it by running "regedit" and searching for "Construct". One of the registry entries was using the incorrect path where construct used to be installed.
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Yes, but with the reversed angle the sprites are moved to the opposite side each frame.
It's working as expected, switch the order of the parameters of angle() and it won't flip every frame.
angle(400, 300, .X, .Y)
Ok gotcha,
The framerate is dropping because the image is being loaded continually. Adding a "trigger once" to your condition will fix it so that the image is loaded only once every time picture overlaps frame. You could also just use "on collision" instead of "is overlapping". Also the wait actions are not necessary it will work fine without them.
Member since 15 Jun, 2009