Thank you for your replies!
1. [quote="linkman2004":340vdx84]You can manipulate pretty much all behavior parameters at runtime[/quote:340vdx84]
[quote="Ashley":340vdx84]You can access these through the tabs that appear when the object is picked in the event wizard dialog.[/quote:340vdx84]
Thanks, Ashley and Linkman!I feel stupid for not clicking on that 'Platform' tab I saw in the event wizard.
2. [quote="linkman2004":340vdx84]There's no condition like that, but here's how you could do it: every enemy has a value called "spawned".[/quote:340vdx84]
A very nice trick, Linkman! I'll stick to it, since there's less places in event sheets to keep track of. If I notice performance issues (which seems unlikely) I'll switch to function objects, like Ashley recommended. Well, I'll probably have a whole lot of questions about how Construct works on the inside (for example is 'Compare private variable' condition evaluated for every object of the required type every cycle, or only when the variable actually changes, etc), but that'll be much later - only when I'm able to make those questions comprehensible.
3. [quote="linkman2004":340vdx84]At the start of the layout, have the width of the background set to LayoutWidth and the height set to LayoutHeight.[/quote:340vdx84]
Yeah, that's pretty much what I thought.
[quote="Ashley":340vdx84]I think in the latest builds the Tiled Background can scale the texture inside, but only if it's a power-of-two sized texture[/quote:340vdx84]
Good to know, thanks! By the way, I've encountered a small quirk that may be considered a bug. When the 'Set image scale' action is displayed in the event sheet, it only shows one argument, (X Scale), not two. Probably a legacy from the times when you couldn't set X and Y scaling separately.
4. [quote="linkman2004":340vdx84]it's a simple as going to the event editor and setting the zoom through the System/Set Zoom action[/quote:340vdx84]
Thanks for pointing that system action out, Linkman! I think I should read about all existing actions and conditions before I ask another stupid question like that.
However, I've noticed that the zoom is apparently applied [u:340vdx84]after[/u:340vdx84] the scrolling (both 'scroll to...' actions and 'center view on me' attribute), so if you have unbounded scrolling disabled it's quite possible to have the object the view centers on off-screen. The easiest way to see this behavior is to create a layout that can scroll only horizontally, place an object with 'center view on me' attribute somewhere at the bottom of it and use a System/Display/Set Zoom action to zoom to, say, 200%.
Another interesting thing with unbounded scrolling is related to System/Display/Set display angle. If Construct can't display the view without showing areas that are outside of the layout (because of the rotation), it simply displays it as if display angle is set to 0. If you move the view so that it can be displayed properly - it will be displayed properly. It's easy to see if you make a large (taller than the window) layout and an object with platform behavior at the bottom of it, set display angle to, say, 5 in the 'Start of layout' event. When you start jumping, the view will tilt when you're in the air, and go back to horizontal when you're on the ground - all without touching the Set display angle action.
It's particularly interesting to set the display angle to 180 - sometimes it will work properly (everything is drawn upside-down), and sometimes not (switching back and forth between normal and upside-down as you jump). I don't think it's a bug - after all, the user have disabled the unbounded scrolling property - but that 180 degrees thing seems just weird. Anyway, this quirk should probably be documented.
On the other hand, this "scroll first, zoom later" thing seems a bit counterintuitive, so it may be considered a bug. Even if that's the intended behavior, I'd really love to see it documented. I could add it to the wiki, if you like, just tell me where such info is appropriate. Well, if Ashley and others are ok with allowing mostly-strangers like me to edit the wiki, that is.
5. [quote="linkman2004":340vdx84]Split screen games aren't currently supported, unfortunately, and as far as I know there's no way to do what you want with multiple views.[/quote:340vdx84]
Aw, it's a pity. Well, Rome wasn't built in a day... By the way, is it possible to implement it as a plugin via SDK? If so, I'm willing to help. I have pretty much no idea about what's possible and what's impossible to do with it, though...
6. [quote="deadeye":340vdx84]Are you talking about the Platform checkbox under Attributes?[/quote:340vdx84]
Yes, Platform attribute is what I meant. Sorry for the garbled explanations. Good to know it's going to be fixed. By the way, thanks a lot for your great Platform School!