Chadori's Forum Posts

  • Phoenixbowman Don't be stressed about it. Construct 2 is smart enough to flush out memory of images from past layout to make room for another layout.

    Please read if you have time : (These are helpful and this is from the founder of Construct 2 "Ashley")

    https://www.scirra.com/tutorials/298/pe ... bile-games

    https://www.scirra.com/blog/83/optimisa ... -your-time

    https://www.scirra.com/manual/134/performance-tips

  • Back when there were 10 Layouts, it was not a problem. Something is persisting. I read online that Assets that are used later on are stored in memory.

    Is there anyway around this? It looks like Assets on the previous layouts are staying in memory. thus the more layouts go by, the more memory goes up.

    WIll At End of Layout Destroy Object remove these from memory?

    On End of Layout > Destroy A Destroy B Destroy C

    Will that remove them from memory?

    based on Ashley said:

    https://www.scirra.com/manual/134/performance-tips

    Not placing all used objects in the layout

    If objects are not placed in a layout but are created by events, Construct 2 will load the textures for those objects the moment you create them. This can cause a momentary pause or "jank" and make the game feel less responsive. This can be avoided by placing any used objects in the layout.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Based on Ashley said, Objects are only preloaded by layout change so nothing to worry about clearing memory when leaving a layout (Exemption for Global Objects). Your memory problems is caused by something else. If I am to guess, the cause must be unseen events that cause looped object creation or too many objects on layout. Try to debug using Construct 2 debugger.

  • Still though. I think Scirra Manual contents about Admob (https://www.scirra.com/manual/184/admob) should be updated with a working Plugin ID. Game Dev's might get confused about that unworking plugin id and as a result, people might think twice of using Construct 2 for android or even give up. Construct 2 team can fix big issues with no problem but please don't forget about the little things that makes this program amazing like the scirra manual.

  • Thanks Kyatric ! You are a time saver XD .I wouldn't have found this link by myself. I will try it.

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  • Nope, it's not that either.

    It's happening on multiple layers it seems

    Have you tried a reboot of your PC? Restart of Construct 2? Reinstall Construct 2? But first, please have a screenshot for it might be a bug.

    Just provide a link to the screenshot image here. Since you don't have enough reputatiion to post a link, please add spaces between the url.

  • Sjryan .How about Layer Visibility , you may have unchecked the visibility of the layer your objects are at?

    https://onedrive.live.com/redir?resid=A ... hoto%2cpng

    Click on the link above to view the photo of the tab of checkboxes you have to check to see the layers and the object it holds.

  • Ashley can you please check whether the admob plugin and Plugin ID: com.cranberrygame.phonegap.plugin.ad.admob are still working because it always crashes my apps on startup and it happens when I import the "Plugin ID: com.cranberrygame.phonegap.plugin.ad.admob" on IntelXDK and when I remove this plugin to fix the app and to build it without the "Plugin ID: com.cranberrygame.phonegap.plugin.ad.admob", it crashes like the Plugin junkfiles are still in the project folder on the IntelXDK Projects. And just to fix this I have to re-export to cordova from Construct 2 again to have a clean folder and remake the Project in the IntelXDK with another project folder and not to add "Plugin ID: com.cranberrygame.phonegap.plugin.ad.admob" in the projects plugin. And no more Admob.

    PS. I still haven't found a solution since December 2015

    Ashley please update the Scirra Manual about this topic. Because it is more than a year old and not supported by IntelXDK anymore.

  • I made a capx to replicate your situation and now I understand the problem and the trick to that is to use variables to store or collect recent pressed "up or down" direction and then use them with mirror in the left or right press actions. Hope it solved the problem XD.

  • Now I get it. Try this capx:

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

  • https://onedrive.live.com/redir?resid=A ... hoto%2cpng

    On the Image above I tested this event and worked properly.

    Executing Animation up and down with no problem even when going right or left.

    Have you tried removing the condition 8Direction is moving or not when checking for key press? and setting 8 direction angle to "none"

  • - Since your condition: (If 8direction is moving and Down arrow or Up Arrow is down) is only setting animations when down or up arrow is pressed then it will not run animations when left or right key is pressed. Is that the problem because since I can't see the animations or the other events then that is the only possible explanation I can come up with.

    I suggest adding :

    *If Player is moving and

    *******************Right Arrow is pressed then

    ---------------------------------> Set animation to "RunningRight"

    *******************Left Arrow is pressed then

    ---------------------------------> Set animation to "RunningLeft"

  • alex3160 I don't use arrays frequently but isn't there an action called "DELETE" to remove array element.

  • Hey guys,

    i was wondering if there is a possibility for testing if there is still a "Enemy" on the Layout.

    because "on screen" is not the same, if the layout is bigger than the screen itself.

    Or is there a other easy solution?

    I would like to skip the possibility with counting the enemys and making a variable.

    kind regards

    If you want to test if there is an enemy in the layout, you can try this:

    Enemy.Count = 0

    or if you are targeting a specific object using UID's then you can use the System Condition:

    System --> Object UID exists.

  • HZGaming you can also try setting your character's angle to the enemy while firing.

    Try this:

    ----> Set angle to "angle(Player.X, Player.Y, Enemy.X, Enemy.Y)"

  • Link broken because you don't have enough reputation. I suggest inserting some "dots" in the url so that we can see it.