ome6a1717's Recent Forum Activity

  • https://dl.dropboxusercontent.com/u/28104568/PickedCountBug.capx

    oosyrag - I've made a new project. I believe it's either a limitation or a bug. Ashley - any idea about this?

  • I'm trying to figure out if all enemies are killed EXCEPT ones with a Boolean attached.

    So I'm doing a

    if Enemies(family).Boolean = True

    compare if Enemies.PickedCount = 0

    Action "level complete"

    However. It doesn't seem to work properly. I have a button that destroys all enemies for testing, and when I do that, the pickedcount stays as is from the start of the layout. When I play the level normally - it goes down as I kill enemies one by one except once it gets to 1 enemy, it won't go to 0. Am I missing something?

  • I'm trying to create a light via "destination out" over a black tile. It works fine, but is there a way to make it only affect specific layers? It's making the background parallax layers appear lighted, as well, and I don't want that to happen.

  • oosyrag oooo that's a much better idea. Thank you!

  • I'm curious on if you guys have any ideas on the best way to approach this:

    I'm trying to make a platformer that has multiple Z axis layers (like entering a door and then being in that building without changing the layout)

    Here are the ways my brain can process it

    1. Have multiple "sets" of layers (Platforms1, Collision1, Enemies1, Player1, Platforms2, Collisions2, Enemies2, etc.) and set the layers visible/invisible based on which layer you're going to. This just gets a bit tricky dealing with coding enemies, any effects, and you will end up with a TON of layers.

    2. Creating the tilemaps and enemy placements and all of that off screen for the indoor locations, and then set the position of those tilemaps, collision boxes, enemies, etc. offscreen when you go inside, and swap when you exit to the outside). The problem with this is that there is a lot of code required for each instance of this

    3. Actually use another layout and set the enemies to persist - it wouldn't exactly be seamless, most likely, but it might still be the easier to navigate.

    I'm curious if any of you have any other ideas? I really don't plan on having more than an outside and inside layout.

  • I know I'm going to jinx it, but I created a new layout and recopied everything into that layout - so far it hasn't crashed once. More of an FYI

  • lamar - all stages are using the same exact code, so the fact that it only crashes on a specific stage to ME means something has to be corrupt. I could be crazy (and I wish I was!!)

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  • lamar

    I can't think of any loop events that would blatantly crash the game like that without an error message. And 3000 events is a lot to go through

    It's only happening on one stage, too (2 if you count the boss stage, but they're using the same resources) - and it's not consistent, either.

  • Burvey - I'll let you know. Thanks for the help!!

  • Burvey - I've looked through my events like a hawk - I couldn't find anything that could even remotely cause an issue like this. I'm starting to think actually my capx is just corrupt. It's all pixel art and has around 48.9 mb used in the most intensive layout, yet saving can take upwards of 2 minutes, and even opening takes a minute or so. I have much bigger projects that don't take that much (and no audio is loaded into the capx yet, either).

    I did have a level editor that I copied from his capx into mine, so I'm wondering if something got screwed up there (as well as loading xml files from Tiled). I might try creating a new project and copying everything into that to see if it breaks anything.

  • Burvey - I can't use the debugger because the game shuts down when it normally would. I'll check the debugger but in theory there shouldn't be a limit (and I don't even know how you can create more memory with objects you're already using)

  • wizdigitech - that's the kicker. I'm running this on my 64 gb of RAM i7 octocore nvidia 1080 gtx machine. This will be a NW game for steam.

    Also to get my fps down I have to enable code that does a collision check 10,000 times every TICK for testing. That's why I'm so confused

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ome6a1717

Member since 12 Feb, 2013

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