Tomycase's Forum Posts

  • That's why I asked about your objects acceleration and deceleration, and it is related to their maximum speed too, what you can do if you don't want to mess with those parameters, is to give them a variable or boolean, and if true, apply vector X, and turn it off with a timer

  • In that case, if your enemies uses platform behavior, you need to set their vector X and Y on player touch, and depending of their position relative to player it will be a negative or positive number for vector X, and a negative number for vector Y to simulate a small jump

    Edit : what are your enemies acceleration and deceleration parameters?

  • I made a system that works for any text length, I don't have my computer to show you but it consists to check if the text length is different from a variable, and also check if the last character is a space or not to play a sound only if there is a letter

  • Do you want the enemy to stay on the floor when pushed or with a little jump?

  • Hi, to begin with can we have some details about your game, is it a plateform game? 8 direction?

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  • Looks like you didn't see my message, I answered you yesterday :

    "It shouldn't, the event that look for the objects destruction doesn't take any order in account, only the fact that an item in this family is destroyed, it is probably caused by something related to your code or your enemies sprites setup before starting a preview"

  • It shouldn't, the event that look for the objects destruction doesn't take any order in account, only the fact that an item in this family is destroyed, it is probably caused by something related to your code or your enemies sprites before starting a preview

  • Well it should involve all instances from the enemies family, but if it works now well that's good, glad I could help ~

  • Did you make sure that Activation was the same as enemies number? Otherwise maybe another event was interferring because it should works, as 4*25 = 100, also you should move the collision actions to the top event instead of sub event as it needs to be trigger only once

  • No problem! Can't wait to see your game ^^

  • Perfect, your game should run fine now

  • Yup it's definitly this, and looking at your event, I can understand why it increases so fast, since your asking the program to spawn a sprite from the same sprite, which mean each laser will spawn an instance of itself, each time multiplied by the new number of instance which keep increase;

    What do you want to achieve with this event? So I can look for a fix

  • On the left of the debug menu, you have the list of all the objects in your project, and next to the names, the number of instance of each object; On the top bar of the debug menu, you can see how many objects are currently created on the layout;

    On your screenshot, there is over 51000 objects at once, that can only mean that an event is creating continuously instances of an or multiple objects, this number isn't normal at all;

    What you need to do, is to look which objects in the debug list has a very big instance number, and once located, find the corresponding event in your code;

  • You can guess that this is in fact very normal, as your lasers are gradually destroyed to avoid memory issue, and 8 instances is nothing for the memory;

    I was talking about a non-stop increasing number, there must be an object instance increasing abnormally, I see on the top left that there are 51 109 objects on your layout, that is enormous, no wonder your game is slowing down, continue to look for it

  • It probably doesn't come from those loops, there are probably other pieces of code in your game in which an event is positioned wrong and keep creating objects or something like this, check in the debug menu if one of your object instance number increases constantly