Phoenixbowman's Forum Posts

  • I dont feel comfortable sending the .capx sorry. My friends and I are small group and it took us awhile to come up with this game, the characters, and graphics, sound, and music.

    Everything is in the .capx. I'd rather not give out the .capx sorry. Also I've completey redone how the sprites made. I got rid of the Variables that make the sprites. Now I have invisible stationary sprites that when they collide with them, more sprties get made.

    I'm trying something where sprites hitting stationary invisible sprites generate more sprites. I was looking at the debug but dont know how to read it.

  • It's still lagging bad if its played for too long.

    I tried

    trigger once while true

    variable = x

    but it wouldn't run at all. Then I did

    variable = x

    trigger once while true

    but it still lags

  • You can make a temporary power up. Have it created, when the player collides with it something happens, an effect that's temporary.

    On Collision with Power Up.

    Destroy Power Up

    Effect starts

    Wait x seconds

    Effect ends.

  • Can trigger once while true be put after variable = x and have the same effect? I put it before in, in the same event area

    trigger once while true

    variable = x

    but it wasn't working. Nothing was being generated.

    I switched it to

    variable = x

    trigger once while true

    Will it have the same effect of only generating once and never every tick? I haven't tried it on the phone yet, but will putting trigger once while true after variable = x stop it from doing a random number every second?

  • So Trigger once Variable = 1, random 1 - 5 wait 4 seconds random 1 -5 ? Could that also be why when the game is paused (timescale = 0) for awhile and unpaused (timescale = 1) the lag gets worse? Cause Timescale is supposed to stop Every 1 second. Every 1 second I add 1 to the Variable. That gets around the Every x seconds starts when the game starts. Cause at the start of the Layout the Variable is set back to 0.

    I'll try that, thank you

  • Have a sprite appear, wait x seconds, destroy it. You can have it on a timer (variable if it works or every x second) it appears.

  • This is the crash thing I got.

    ANR Input dispatching timed out (Waiting to send non-key event because the touched window has not finished processing certain input events that were delivered to it over 500.0ms ago. Wait queue length: 18. Wait queue head age: 5580.8ms.)

    I have variables going up and at 1, 4, 7, 10, and 13 they each do random 1-5 wait 4 sec. random 1-5. For all of them. Could that be whats causing the game to lag and eventually crash?

  • This is the crash summary I got:

    ANR Input dispatching timed out (Waiting to send non-key event because the touched window has not finished processing certain input events that were delivered to it over 500.0ms ago. Wait queue length: 18. Wait queue head age: 5580.8ms.)

    It is crashing because of how I set it up for the Sprites to be generated?

    Basically it's a Variable that goes from 1 to 13. At 1, 4, 7, 10, and 13. At one, set to 2, random (1-5) wait 4 seconds random (1-5) and the same thing for 4, 7, 10, and 13. except for 4, set to 5, 7 to 8, 10 to 11, and 13 to 0. Otherwise a bunch of sprites will spawn.

    I did a Variable instead of Every x seconds because Every x seconds starts when the loader is completely loaded. The idea is that the sprites start spawning anew each time the person plays.

    I tried putting Every x seconds as a sub-event of When BG is visible, but it doesn't restart whenever the BG becomes visible.

  • Yea, it's not that.

    I have a Variable that increases by 1 one each second. I have so when it equals one, set it to two, random (1-5) wait 4 seconds, random one through five.

    Then variable equals 4 set to 5, random (1-5) wait 4 seconds, random one through five. Then 7, 10, 13 and then set the variable back to 0.

    I don't know why it's lagging. Could it be because of the Variable how its working with the Random number generators? It's weird because the game will be playing okay, i'll pause it for awhile (global timescale at 0) and i'll resume it (timescale to 1.0) and the framerate stuttering will be worse. Eventually the sprites for moving will get messed up and not respond very well.

    Im going to try wait x seconds.

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  • I have Local storage keeping track of total time played. I have it so every 15 seconds it takes a variable and saves it to to local storage. The idea is that it persists over more than one game, so i figured Local Storage would work.

    But the more the game goes on the worse the lag gets. Even though it only saves to local Storage every 15 seconds.

    Is there any other way to keep track of total time played, even across more than one game? Even though it's only saving once per 15 seconds it's still lagging the game.

  • I tried without the extra wait events.

    Basically I have variable = x, create random 1-5. variable = y, create random 1-5. I have 5 of those and they go in a loop.

    Or it could be the buttons. to save the amount of time a person has played, i set it so whenver they press the up or right key, it saves a variable to Local Storage.

  • I have no idea what this means:

    ANR Input dispatching timed out (Waiting to send non-key event because the touched window has not finished processing certain input events that were delivered to it over 500.0ms ago. Wait queue length: 18. Wait queue head age: 5580.8ms.)

    I have buttons that when you press them they save to local storage? The buttons are arrow keys you're pressing them a lot. Or could it be I have multiple time and random number generating events?

    Every time a variable x, the variable goes up by 1 each second, generate random 1-5, wait 5 seconds, generate another one (different variable) 1-5.

    I have 5 those running in a loop. could that be it?

  • I didn't have that problem before though when i had 10 random 1 thru 5's. The entire foundation of the game is built on random numbers so no two games are the same. They cannot be taken out. if i knock it down to 10 might that help?

    The thing is though the game starts out fine. I'm destroying objects when they get outside the layout so a bunch of sprites arent building up. As the game progresses though it gets worse and worse.

  • A game that my friends and I made has a bunch of random generators. they all tick at different times but there are 15 of them, set variable to random 1 thru 5. Is there any way to make it so this doesn't heat up my phone? it also lags it too if I play too long. There has to be 15 random 1 thru 5 though, that's not negotiable. I can't get rid of any of those.

    Is there anyway to set it so the random 1 thru 5's dont heat up the phone nearly as much or lag the game?

  • For a really good plugin that's a really bad glitch on Cocoon's part. Having to put Is Canvas+ plus in above every in app everything. Where the In app stuff has to be a sub-event for at least one, but can be more than one, is Canvas+.

    Theyr'e saying do only one is Canvas +. You can have as many is Canvas +'s as you want to. But every in app event has to be a sub-event of a is Canvas +.