You can add all floor objects to a family to use in overlapping checks.
If you have tiledbackgrounds and sprites, you will need two families, as a family can only contain objects of one type.
You can probably save FileChooser.FileURLAt(0) in a text variable and use it next time you need to reload the same file.
Not sure what you mean. Of course it's possible to only have one child object.
And you can choose which parameters will be synced with the parent - for example if you don't want to rotate the child with the parent, disable "Angle" checkbox.
You can increase the last parameter in lerp to 0.5-0.6 for sharper movement.
Check out this demo:
howtoconstructdemos.com/coyote-jump-a-simple-trick-that-can-improve-your-platformer-game
For the second part of the question - you can check if player is overlapping the floor at offset (for example Y+5) and allow making a jump by setting vector Y.
Touch speed may be very inconsistent. One tick it's 50 and another tick it's 5000. You should probably limit the maximum speed - min(Touch.SpeedAt(0), 1000)
You can also try smoothing it with lerp.
Variable charSpeed On every tick : Set charSpeed to lerp(charSpeed, min(Touch.SpeedAt(0), 1000), 0.3)
Here you go:
dropbox.com/s/4ic4nl7rtts0qfw/PushMultipleBoxes.c3p
Are you using multiple dictionary objects? Or one dictionary object with multiple instances? This will make it more difficult to export json file with the results.
I suggest you use one dictionary and create unique key names for each level in it. For example:
level1_restarts: 5 level1_deaths: 4 level2_restarts: 2 level2_deaths: 1
Try downloading the plugin from this post:
construct.net/en/forum/construct-3/plugin-sdk-10/erens-ported-plugins-modules-159391
howtoconstructdemos.com/push-objects-in-tile-based-game-sokoban-style
It also allows to push only one block, but maybe you'll find a way to change it for multiple blocks.
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This should still work in C3. Please post a screenshot of your code.
You can use LineOfSight behavior on the player. Loop through all tiles and check if player has LOS to that tile. But if the tilemap is big and you are doing this on every tick, this event will slow the game down.
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