Construct and mmf2 are so similar in everything I doubt that would be much of a problem-
It's not a new language in any way and doesn't feel entirely new at all, on the contrary one of the most common complaints (here anyway) about construct is that it's a rips off mmf2's interface and architecture.
Does the whole screen flicker or is it just an/some active/s?
Check if you've got conflicting animation changing- or direction changing events. Most of the time, you've just forgotten something somewhere.
Nah, only the objects that are created for the Voxel effect flicker. It's mostly when the player is moving and/or the mouse. The actives are always being created and always being destroyed so it always updates their relative position to the player.
Oh I just found what it seemed to be... I had an event to check if the bullet collided with the voxel wall effect then destroy the bullet. I changed it to the parent wall object and it seemed to do the trick... strange... But YAY
I've just done a quick once over and have to say that I'm stumped. There is no reason it should do that, yet it does...
That being said, I cannot replicate that issue in any of my versions of the engine. So I'm stumped.
Seems to happen more when the mouse cursor is over the voxel ob. But now that I think about it; it could be a collision/ordering on the y axis problem.
I'm pretty sure though GTA actually uses real 3d buildings. Not real 3d. But kinda like in Doom, raised and lowerd floors, a few angles too. Probably more like Duke 3d. But it couldn't have a 3d object floating around in the air somewhere. The cars and pedestrians were all 2d sprites. The overpasses were too from memory.