Aquanex2's Recent Forum Activity

  • Aquanex2

    That's why I gave you two option that worked for me in my first post, so you can choose the one that it suits you more lol

    The second option was, make the enemies (collision box) to the size of their full shape box and with this option you don't need the solid behaivor, at least for me is working, try it and see how it goes in your side

    It works. But in my actual game, I have many different enemies with different collision boxes. I wanted the collision box to accurately reflect the enemy, so that you know you hit it when you hit it. If this is the only fix. I'll just have to adjust the boxes. Thanks for the help.

  • Aquanex2

    Is working ok for me here, if I add the solid behavior to the enemies and with the shine active, it didn't happen not even once, and in another test, I left it for more than 10 minutes jumping and is still jumping while I'm writing this I'm not sure what it could be in your case.

    Okay, I added solid and now it's working fine, but what if I don't want the enemy to have a solid behaviour?

  • Aquanex2

    it looks like your collision box for the enemies are quite small to use in combination with the Shine behavior so the player misses the collision with the enemies when is falling, My guess is because the enemies move up to fast because of the shine behavior and swell on collision with the player they keep still moving up there is no push back for them, so because the player is falling fast too that's why it misses the collision some times.

    you can either change the enemies collision box to their full box or make the enemies solid

    both of this options worked for me without a problem

    It can still happen even if I turn off the sine behaviour as well, although it is far more infrequent.

  • Post a CAPX for help.

    Here's a capx. Jump on the enemies and you'll see the problem.

    https://www.dropbox.com/s/qf664c0oe083t ... .capx?dl=0

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  • Are the collision setting correct?

    If you mean collisions are enabled, yes they are. I could set five enemies down, jump on four of them with no problem, but fall right through the fifth one.

  • I have an event for each enemy that is basically as follows:

    Player on collision with Enemy

    ----------Player Y < Enemy ------------------------------- Subtract 1 from Enemy Health

    Else

    ----------Player is not flashing -------------------------- Flash

    ------------------------------------------------------------------- Subtract 1 from Player Health

    I've been having this weird issue where, when the player jumps on an enemy, most of the time it works exactly like it's supposed to, but sometimes it doesn't and the player just falls right through the enemy and takes damage. I've tried to fix it myself, and every time I think I've fixed it, it comes up again. any ideas?

    Any help is greatly appreciated.

  • Aquanex2

    Run the game in debug mode:

    1) Watch the object count and see if it starts to climb - if so you know that you either have a loop somewhere that's churning out objects, or you're not destroying objects.

    2) Check the profile tab and look at the percentages for the different systems - is there anything that's using a crazy amount of CPU time? If so that's most likely the culprit.

    3) If neither of these tests identify the problem go back to your code and start disabling events one by one of the latest stuff you added in and run it - don't worry if it breaks other things - just see if it fixes the slowdown; this should help you zone in on the offending events.

    Thanks guys! I've been testing the level over and over again, but I couldn't recreate what was happening on a consistent basis, and after the last 20 times I've tested it, nothing happened. If it ever happens again, these tips will surely help!

  • While testing my game after making a few minor changes, it slowed down to a crawl and eventually stopped. I was wondering what could cause that. It was working fine before the changes.

    The only changes I made were just copy and paste of existing events and reapplied to a new object. I made a new level using the new object and that's when it started. Nothing else is new and I've made dozens of levels with nothing like this happening before.

    I could keep checking my event sheet, but I wanted to know if there was anything specific that could cause this to help speed up the search for a possible error. I'm just a little confused.

    Thanks for the help!!!

  • In case you haven't read it already, there are some tips here https://www.scirra.com/blog/112/remembe ... our-memory

    On the other hand, even mobile devices today have upwards of 1g+ memory for you to utilize (although generally you don't want to get anywhere near the limits).

    The biggest tool we have to manage memory is via layouts - images are loaded into memory only for layouts they are used in.

    Thanks for that info! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    It'll most likely help in the long run!

  • What are the most efficient ways to lower your Memory use? Currently my memory use is about 40 mb, which isn't a whole lot, but I don't want it to get too high. If there is a tutorial or something you could link me to, or if you could give me some advice, I would love it!!!

  • there is no fix for this because it's not a problem,

    first most of this is visual in your eyes

    second your object is moving very fast and very big in size or very small

    Oh really? It's just my eyes? Wow, I thought was an issue with my settings. Thanks!

  • I'm not sure how to stop objects from blurring while the camera is in motion. I've fooled around with all the Project settings and it didn't help.

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Aquanex2

Member since 19 Nov, 2014

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