Suggestion: Layout behaviour

Discussion and feedback on Construct 2

Post » Thu Feb 23, 2012 1:14 am

@Kyatric You could add this to yours "[How do I]Frequently asked questions" list.
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Post » Thu Feb 23, 2012 1:27 am

Added in the "Layouts" section.Kyatric2012-02-23 01:28:31
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Post » Tue Jan 15, 2013 5:39 pm

Thanks for sharing!!!

Now, after a few tweaks, this is what worked best for me:

I defined a Global Variable: LevelLayout

On Start of Layout ---> Add 1 to LevelLayout

Event --> Go To "Layout "&LevelLayout

Important note which may work for some designers:

NEVER reset your global variables when using end of layout. Setting specific values to each variable may be a more effective solution.


jegcelorio2013-01-16 05:06:16
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Post » Mon Sep 22, 2014 1:03 pm

Hi @Kyatric

I had the same question!!

I am creating an Isometric game where the Level scrolls downwards, I create tiles at the top of the screen and destroy them when the exit the screen below. is

I have written all my game logic in a single Layout - Platform and background(environment) Scrolling , Collision detection, Enemy logic and other standard game events.

Now my question is, when the player reaches the End I want to load a new set of Tiles and Environment image (eg: from Desert -> Snow -> Jungle). What is the most efficient way to do this?

I read that C2 loads required images/objects only when the Layout is loaded. So how to I group my Tile images?
Can I create a common Platform Sprite and have each Level images grouped under various Animations?
Will C2 still load all the level images into Memory even if I am not calling the animation?
Or Do I have to create separate Sprite objects for each Level?

Could you point me to a Thread/Tutorial that explain this in detail? The Search option is throwing too many things at me and nothing seems relevant.
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Post » Mon Sep 22, 2014 5:40 pm

@SamRock: In the tutorials section and the how do I FAQ looks for the keyword "Isometric".
Otherwise, you should probably make a new thread to ask specifically your question.
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