mindgear's Forum Posts

  • i need that export. Please make it work

  • Hello Scirra

    black screen when export to chrome webstore.

    With the new Version 100. Didn't it work.

    Kind Regards

    MindGear

  • Ok i will look into that. Thanks

  • Hello Scirra

    When i export to chrome web store with version 95.

    Everything is allright.

    But why do my game popup in a new window.

    If you loook at : chrome.monsterdashgame.com

    It has its on window.

    Kind Regards

    MindGear

  • Maybe i will wait for the CocoonJS as well.

  • Ok....

    Is there any alternatives to phonegab if you want your game on ios?

  • Has anybody else experienced sound problems with their games when exporting to phonegab?

    When we export to phonegab the background music (set to loop) stops after a while, and the overall game speed becomes noticeable slower.

    Any thoughts?

  • Dosn't really work. If you make a copy of a global it will get a new name, and all events will still refer to the original. If you the remove the original, all references to it will also be removed and you have potentially lost a lot of work.

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  • The same goes for globals really

  • This would be really nice when you are refactoring/structuring your code.

  • > Here is your corrected example

    >

    > What's the point of spawning instances and destroying them in the same row anyway ?

    >

    > Also it had more to see with the order and how events work.

    There is no point! :-) It was just an example to illustrate that I got an unexpected result from performing a series of actions.

    If i create x object, iterate and destroy them, I should end up with zero objects. My example just demonstrates that this is not what happens.

    Here is a different version of my example that works.

    dl.dropbox.com/u/19522040/destroyProblem.capx

    I understand why this works, but I'm still puzzled that the first version did not.... Well Ill try to make this work in my game.... Thanks for the feedback/help.

  • Here is your corrected example

    What's the point of spawning instances and destroying them in the same row anyway ?

    Also it had more to see with the order and how events work.

    There is no point! :-) It was just an example to illustrate that I got an unexpected result from performing a series of actions.

    If i create x object, iterate and destroy them, I should end up with zero objects. My example just demonstrates that this is not what happens.

  • > Event for removing all instances.

    >

    > Add event (system --> pick all)

    > Choose instance.

    > Add action (destroy)

    >

    > If this wont work then posting a capx would be helpfull for those whith answers.

    >

    > Goodluck!

    Ill try to post an example..

    Here is an example:

    dl.dropbox.com/u/19522040/destroyProblem.capx

  • Event for removing all instances.

    Add event (system --> pick all)

    Choose instance.

    Add action (destroy)

    If this wont work then posting a capx would be helpfull for those whith answers.

    Goodluck!

    Ill try to post an example..

  • This removes the visually from the game, but if I do a For each "Object" -> someAction right after they are still there.

    So if I add 10 objects, foreach object destroy, add 10 object and finally foreach object something, the loop iterates 20 times, even thought I only see 10 objects on the screen.