lionz's Forum Posts

  • When you save the game you can save the time, which I assume is a global variable, into local storage. Whenever you launch the application (not the save file), you can check on start of layout if certain local storage values exist and display them, so if "savetime1" exists, you would display it in a text object under save slot 1 or something similar. "savetime1" existing just means you saved the game to slot 1 at some point and there is an elapsed time to load.

  • You are probably thinking of the viewport as the layout. The layout is likely much larger than the viewport. In editor view, the dotted line is the viewport and the white space is the layout.

  • You do not have permission to view this post

  • It loads all the frames into memory. 512x256 isn't the worst but 30 frames of animation seems redundant. Best practice if it's for mobile is to keep it simple.

  • On mobile you're supposed to keep it down to around 100mb of memory, 850mb is crazy.

    This blog post may help : construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

  • You're asking for recommendations on image size, but then referencing memory use, which one are you asking about? Did you mean using 850mb of memory?

  • That's good, I'm glad it's resolved. I am just saying it's better to have the proper resolution to the issue posted here in case anyone is searching the forums looking for help with arrays.

  • Are you sure changing for each XY to for each X resolves this? I wouldn't think so because you are using CurValue.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I thought the problem was that you wanted to check a value at 15 is between 2 values, then change the value at 7 to the value at 15. That's what my logic does.

  • Curvalue is the wrong thing to use, it will just use the end of the row so 200 in this case. The logic you're looking for is 'array set value at array.curx,7 to array.at(array.curx,15)'

  • Ah okay, I didn't get that far yet. Not unchecked test mode in case the account gets disabled. This is just related to my own reward ads not showing in test mode on debug apk. It might be intentional though and I will try it out in prod after store release.

  • Actually I just checked with the google test ad for rewards and that is working. The one I setup is not working but maybe that's intentional on debug apk, got no idea. I may just risk it and release the game with my ads in place of the test ad and see if they work. Yes the banner and interstitial (my version) are working on debug apk export.

  • Those actions run all the time to set the Z order so after the object spawns it would know its place automatically. I use this method to set a hierarchy for objects in my game. You don't need to do anything additional 'on spawned'.

  • Z order is different to spawning objects on the wrong layer. If you are choosing the wrong layer then I can't help with that. For Z order you can have actions which are 'object move to top of layer', you list the actions in order from bottom to top, so if you want object A to appear at the top above object B then actions look like this :

    object B move to top of layer

    object A move to top of layer

  • Yes the bullet movement angle is separate to the object angle. If you uncheck the box 'Set Angle' on the bullet behaviour then it will move on its own angle of motion without changing the object's angle.