New event -> system object -> compare. Then for value 1, go to the enemies and choose "get number of objects" or just type in "enemy.Count". Then finish.
Then for the event's actions, just change layout.
Yeah, that sounds like a better idea (to just resize the stuff). Thanks.
I have a sprite on the right edge of the screen, I then zoom out. How do I position the sprite so it remains on the right edge of the screen? (It's for UI positioning, so scroll rate is 0%)
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Have a look at the primary screen resolution in the steam hardware survey, to get an idea at least.
http://store.steampowered.com/hwsurvey
The good thing about Construct is that you can change the display resolution during runtime, I'm designing my game to work with any screen resolution (will look best on 2560 x 1600 resolution screen, and still look reasonable at 800 x 600).
This would be awesome feature to have, would help immensely.
The 'For'/'For Each' looping conditions are much better - they read better, and run faster. You should use them instead!
Is this true of Construct 1 as well?
I don't think there is an easy way to do it?
Maybe look at this topic. Might help, I havn't read it though.
Think they're going to still have a free version of it...
You are amazing!
Thanks so much.
Thanks for the examples, I think I'm starting to understand how it will be useful for me.
I'm still trying to understand where to apply timedelta. Instead of having to apply it to so many things, can I just have an event which is "every millesecond" then have tons of events under that event as sub-events? Since the every [time] conditions are affected by timescale, can't I just put everything under an event like that?
Member since 14 Jul, 2007