rekjl's Forum Posts

  • That's pretty generous of you. Haha I would like to take up your offer, but I don't have a gaming controller....and I only have 1 keyboard so I want to keep it safe from all the button bashing! Ahh....KOF reminds me of my college years!

  • Using "Else" would actually be a much better option..

    Yup, agree with LittleStain on this. It would be a better common practice to use else in this situation.

  • The problem is, when you collide, the events change so quickly that it triggers both events. In your example, on collision, with variable=0, set it to 1. But it is still on collision and now the variable=1, so it triggers the other event and set's it back to 0. The easiest way to solve this, is add a wait event just before you set the variable to its new value. Add a wait 0.1 second and it will solve your issue and it won't be noticeable by players as well.

  • Love your art style and absolutely a fan of your character's expressions! Haha a sausage maker or ghost chili as bosses would be wicked!

  • Arrghhh!! It's one of those games where you keep restarting over and over to try again! Haha really fun and annoying game, absolutely love it!

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  • aw just 3 billion dollars

    Or you could just save all that money and build it yourself in just around 80 million years!

  • Colludium, Congratulations! I am sure your success will inspire all of us here as well! Just to let you know, the HD video on the first page isn't working anymore on my end.

  • My physics game works great with Cocoon.io though.

    True. After a few years using Intel XDK, I just moved over to cocoon.io, and all I can say is the performance to me is almost like playing on a totally different phone. It's just that much better in terms of performance and size.

  • I usually just use a variable to save my UID. Is there a reason why you are using a function to store it instead? Try running your game on debug, and look at the UID you stored. Is it correctly updating or is it staying at the same number?

    Just a tip, but when replying add a + their nick (eg rekjl), that way we will get a notification that you replied on the post.

  • I'm not sure if that's the problem, but you should use cocoon.io instead. If I'm not wrong, cocoon is not updating the js version anymore.

  • It's hard to tell from just that small part of the event sheet, but from the looks of it, when shooting, you are selecting an object by UID to fire. There will only be one UID selected so only one will fire. If you want multiple objects to fire, identify them by their conditions or else you will need to create multiple variables to select all their UIDs.

  • If you need to, you can have the same objects in different families. I do that with my game, but you will need to be clear with your code as it might overlap sometimes, but it can prove very useful.

    You can select an object inside a family just by its UID. You need to save it to a global, and as you mention pick it using the global. If you are having issues with selecting the UID, you can share a capx here and we will be able to help you out.

  • Memory seems a bit high, but other than that, everything looks ok. Try looking at the profile section of the debugger. It should tell you which section of the code is taking the most processing power. You should be able to identify which part you need to work on.

  • Lag can be cause a combination of many factors. 20 enemies are a lot, but it should still be ok unless, you are using physics or path finding for each of those enemies, as they eat up a lot of computing resources. Or you are using large resolutions on those enemies sprite, as the larger the resolution, the more memory it takes up.

  • Not only that. Someone could just make another account and have 2 more separate projects.

    Haha I've never tried it so I'm not sure, but even if you use different emails, you would still use the same keystore right? If they keep track of it, they would figure it out. But of course that's just my guess.