Looking at the event sheet, the player couldn't be placed correctly at say, the starting level because "At start of layout" applies to all layouts.
The only fix for that I can think of right now is to use an invisible door without collisions but that could interfere with other doors?
I just spent a while rigging that .capx you send, thanks by the way. I got him to spawn properly in front of the door, sort of. And to get him back the other direction but I can't get the door animating working that way, no idea how you made it do what it does.
How are we supposed to fix placing an initial spawn point? Also this seems like it would be incompatible if we put in save points.
Here's the .capx I've quasi-worked out:
[quote:3gt2jdi0]-Don't move the door. Instead, make a dummy object and set its timescale to 1 at the start of layout. Then, set the game time scale to 0 at the start of a room transition, and move scroll x/y by 120 * Object.dt during a room transition. This will allow the camera to move while the game is frozen.
Tokinsom Can you show me in the .capx I just put up for download? Also considering that reply I can kiss my chances of you sharing your Metroid engine with me goodbye, right?
By the way, not having a "world reference" can help increase the difficulty and force players to remember the good old times where they had to draw maps on paper to know where they're going.
Also Construct2 seems great for Mega-Man X type of games.