tomi71's Recent Forum Activity

  • 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.

    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).

    tomi71 it's from October 3rd.

    Ok.

    I wonder how one can register in bitballoon. Use persona? Use github? What?

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    I played my game via Dropbox about an hour ago. But surely can´t be sure yet if it´s possible in future.

    Edit: still working. Interested to see if it keeps on running.

  • Yes. That´s why the memory purge was in parenthesis as there is none

    1. Almost similar bug report has been already made. So I am not sure if another one would benefit.

    2. This is a good solution for someone with a lot of brains and time.

    3. Some day when I have learned the ropes better. Thanks for good advices.

  • In general javascript errors are bugs that need to be reported. The asm.js version is faster but it has that memory limit, which has been reported several times.

    This is almost similar to "my case" and it was reported as a bug. Also the other physics engine didn´t solve it. I didn´t know about it before. Quite a coincidence.

    Easiest solution is not to use Sine (size, height etc.) until the bug (or memory "leak") has been solved for good. Maybe some kind of a "memory purge" would do it.

  • Just got a response to my own problem and it might work for you too. It is:

    In the project properties change "physics engine" to "box2d web"

    Just tested my game and it did not crash like it used to. Very similar problem like yours and the error looked very same too.

    My problem had to do with sine (size). Example here:

    edit2. Funny how similar your bugtest was to my example. I hadn´t seen this when I made mine.

    But the problem persists. The physics engine change didn´t remove the error. I wonder if chipmunk physics would.

    I guess the sine with size/height is causing this.

  • In the project properties change "physics engine" to "box2d web"

    Thanks! Gonna do that and test everything again. Maybe this will stop my game crashing as well.

    Edit. This is so vital information that it should be in faq or somewhere with big letters! I wonder why use the box 2d asm at all? What are the benefits for that or are there any potential problems with this box2d web?

    I had few months ago this crashing problem and we thought of everything: collision points, old computer etc etc. I wish i had known that the culprit was a wrong physics engine! It would have saved my nerves and frustrating days or weeks.

    This info should be better presented or maybe even default engine!

    I am puzzled by it. Now I am going to test if my game runs with it.

    edit2. It seems to have corrected some problems, but I still got some errors (and yet in some levels where there was error before it fixed it). Must investigate this more.

    edit3. My solution has to be removing all the sprites that have sine size and physical behaviour. It´s not a big loss, but different physical engine didn´t solve it.

  • I wonder if there ever was a solution. Seems bad. Customer support would be nice.

  • Well. I guess it had to do with this:

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tomi71

Member since 3 Apr, 2016

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