tomi71's Forum Posts

  • Hello. I have been reading the forum hours and hours today and did find out that many has had the same problem as I did: The game crashes after an hour (or so) and this problem seems to be caused by a memory leak.

    I wonder if the game could save & load itself during playing; could it be the solution to clean the memory and how could this be done. I wonder if there is some experienced workaround to solve this problem.

    I wonder if there could be a somekind of :

    -when entering or exiting layout the game would save it´s state as a slot.

    -Then after X happens (x being: entering layout etc) : browser plugin reloads the game and after that loads the saved slot.

    Have you found somekind of solution to this memory leak problem for example with this kind of a solution (I don´t know how it would work yet)

    Surely there are some tips and tricks to this issue?

    I really can´t "diminish" the game so that´s not a solution for me. It´s not going to be a mobile game but a full desktop version.

  • All right. Good to know

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  • I use scale layout scale in real time. I wonder if setting zoom in real time would work as well.

  • No answer. Okay. It seems that the zoom can´t be turned off. At least my efforts on that would suggest that it´s not possible.

  • How to disable the magicam zoom completely as it affects so that layout scale does not work anymore. I tried to zoom to contain but have not tried with different values yet.

    Is it really so that Layout Scale changes don´t work with magicam installed (or active)?

    Other than that this seems interesting and promising plugin.

  • Thanks again for all the replies. Very useful!

  • Pin does not have an image point where they are pinned. That´s a bit problem in some cases.

  • Thanks for replies

  • I would like to understand the logic behind this.

    If I drag the bomb to yellow square One and "bomb it" it destroys all the yellows. If I reload the screen (start over) and this time bomb a different yellow, it destroys a different number of yellows? If I would only want it to destroy the one and only yellow it is overlapping - how do I do it?

    Another question? If I "bomb" the RED ONE it destroys all the yellows. If I bomb RED TWO it only destroys yellow three and yellow four.

    I want to understand the principle behind this. I don´t want to use different sprites for each yellow since it doesn´t solve the "logical problem" in this (yeah, probably it is logical but what´s the logic behind it).

    Isn´t Is Overlapping a sort of Pick trigger. I would understand if it did always the same: Destroy all yellows or destroy the yellow you blow the bomb on but it changes depending on the yellow you choose to blow up.

    I wonder if the keywords are Pick, UID, parent object?

    Can you help me to understand this.

    Capx is here: https://dl.dropboxusercontent.com/u/104 ... test2.capx

    Video shows what I mean:

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  • Then you assign the stars a variable for what level they're in. I'm pretty sure you only need variables here, no reason for an array, unless you want to explain exactly what you're doing.

    That´s actually a very good idea! Thank you again!

  • Just realized that it would make a heavy code since every time player grabs a star the game needs to know at what layout it´s running (on one event sheet).

    Maybe array could solve the heaviness.

  • Ok. I guess the answer is that count function only works at the current layout. That solution you gave could be useful. Thanks.

  • You just use a global variable that starts at 100 for the total. You can use a global variable for each level that has a stars total. When one is collected you subtract 1 from the total and the level total.

    Yes. This is the answer to total number but for each levels... that needs a different solution. Maybe I just leave it if the count function can only count in one layout as there is not stars.count(layoutname) kind of function I suppose.

  • Hello. I wonder if the count can count sprites in all layouts AND/OR in layout which player is not at the present.

    For example if my game has 100 levels and I´d like to show how many stars to collect in each level. Could the game count those stars in each layout (player can revisit layouts and collect stars the missed first time. Stars have persist behaviour).

    I wonder if count function has somekind of way of doing this. I am sure it could be done other ways but it might be too heavy since there are many levels?

    > tomi71 select Persona and then enter your email address.

    >

    Thank you. I feel like an idiot now . Of course I should have at least tried it. I thought that one would already have signed in since it asked email to log in (and not to sign in) (it´s in finnish so I don´t know how to put it in english exactly).

    edit. Tried it, but file is too large error. So it might work only for smaller projects I guess.