But you wouldn't be able to go back. Your timeline and design is horizontal. You always run from left to right. Same direction always. That's what I wanted to point out. Your other design seems to be different.
seems to depend on settings for auto-scroll, level size, and other game settings would be great to know which general settings permit this and which do not
Yes, but you have to put in a big threshold for the back which gives you very fast a very laggy game. Not recommended at all.
What do you think a big threshold would be? The game handled well on Buildbox, but I have not tested on devices at the moment.
Big threshold does not always mean laggy. Depends on a bunch of factors... how many total objects, how many unique objects, how large the level, and others. Most generalizations are only partly true or false, there is always more to the story. As always if you find something that should reasonable work send detailed info and example BBDOC to support@buildbox.com. Even if we can't address it right away these things are always on our radar.
Thanks Andy for your response. My levels wont have too many objects (mostly tiles and the game character) with a few obstacles on screen.
Trying to nail down the platform behavior and inertia. One thing that would really help is a good distance measuring tool.
the character is bothering me we you go right and left its facing the screen and not sided it also you need to be extra careful about back and side del threshold.
The character needs to face in a 3/4 view at all times so the character design stays consistent when jumping. Threshold will not be much of a problem due to the inclusion of levels in 2.0.
You could use (command + shift + 4, to measure) and drag across to get a measurement in pixels its not the greatest way but...
I just finished painting a few placeholder platforms and structures, so I thought it would be a good idea to test how fun the platforming is.