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  • with the effects scanLines and Sphere you can achieve a very similar look, just tweak the values a bit. :)

  • there also is a free state machine Addon with conditions like on state change you might want to check out https://www.construct.net/en/make-games/addons/441/finite-state-machine

  • does this work for you? lowered total cpu usage from 6% to 3% on my PC.

    drive.google.com/file/d/1Q5-H1ewrMvRhCtd55M4Qs4JyV5zV2yeP/view

  • it snaps the origin to the grid first and only snaps the edges when transforming. So depending on the placement of your origine the edges can be offset even with a object at multiples of grid size.

  • you can set parallax in the layer properties, lower value means slower, higher means faster movement.

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  • like newt already alluded to:

    The way Unreal and Unity can be free is that they have a few huge AAA games made in the engine that pay millions in licensing fees (the fees are based on the games revenue as far as I know).

    With an engine like Construct 3 that (from my point of view) is more so targeted at beginners and small indies, there probably isn't as large of a revenue generated from the top games for a similar system to work.

  • you mean Sonic like movement where he rolls when very fast?

    It's just platformer movement with slow acceleration an decelleration. The spin is just animation.

    Or am I misunserstanding? Do you mean the burnout thing/dash?

  • for pick child to work the objects need to be set as children beforehand, which doesn't seem to be the case currently.

    I assume you want to pick the correct warning_error_glow.

    This can be done multiple ways, for example you could use pick neareast to sprite.

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fedca

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