lionz's Forum Posts

  • No, It's not. I debugged that and you can see on the browser log that all tiles are created BEFORE starting to create enemies.

    The logging occurs yes but they're not created yet so I gave you a fix to ensure they are created before trying to reference them.

  • Nice one, keep it going :)

  • Not sure on the precise problem here but obviously it is managing to create the enemies first. If you slow it right down, pull the build enemy into a different function then call that function after a 'wait for previous actions to complete' on the floor function then it works.

  • Check out the manual and the beginner's guide : construct.net/en/tutorials/beginners-guide-to-construct-3-1

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  • I do wonder what caused this error though with Construct because I published a game and it was fine.

  • According to Unity the errors are harmless and you can still publish.

  • Well that logic would pin it to platform at its spawn position. So you need to set the meteor to the same position as platform then pin it.

  • Yes you are creating obj_platform but there is no logic to create obj_meteor so that is why it is not spawning.

  • There is no logic to spawn that object, only set its position? Also int(random(1,4)) does not pick 4 only 1,2 or 3

  • I can't answer these questions because without seeing your game it is just guessing. 20px is hardly anything. You must have HD images present in the level or something to reach 141mb. You can delete objects and run the game to see how drastic the drop in memory usage is and what are the problem areas.

  • If it's on mobile it is better to load as little as possible. For my game I have shop menu in a different layout, you tap on shop button and go to it. Then in shop you have an exit button to return to game. If you build all your menus in one layout and make them visible/invisible you come across the performance problem. Let's face it, the shop does not need to be following you through the game set to invisible.

  • Yes you should use another layout. Setting a layer invisible, the objects are still loaded. For energy etc they should be global variables so unaffected when you go between layout.

  • That's your image use in the current layout so you have too many images and animations loaded. Could also be particle effects but I've never really used them.

  • For mobile 141.5 is high so you will probably see some performance drop. Should really be no more than 80

  • Depends how many are on screen :) check your memory usage