lionz's Recent Forum Activity

  • I don't think so. I use Destroy so that when the particle is destroyed, I create the new one at its location. This works efficiently and smoothly, gives the impression that the image is changing.

  • Ah right, perhaps Construct 2 does a lot of it for you then. I know Apple don't like it if they can't see the store straight away with all the products that were submitted readily available for purchase. How early in the game do you use request store to get the listings? Sometimes they make errors, you could try resubmitting it if there's no obvious problem.

  • Hmm your original idea sounds OK for this then, probably just requires some debugging? Provide a cut down .capx with the trigger sprite mechanic and someone can take a look and maybe provide a fix.

  • Are all the IAP batches you submitted available in the app at all times? Make sure all of the products are referenced in config.txt. It's a common rejection but you can ask them for further info.

  • I've kind of veered off and am learning javascript in a jam style. I've made some text based games already though : D It is unusual for me to be writing actual code rather than using C2 but it's productive I guess.

  • As I mentioned in the other post, this is just another mechanic that is fairly simple to make if you know the basics of C2. You would need to make use of arrays and store inventory items as slots.

  • How does an endless runner work if it's not side-scrolling? *confused*

  • This is a huge game mechanic. I would start with the tutorials. Once you've done a few of these then it will become clearer how to make this type of system. This is simple enough to make but it will require some basic knowledge of C2 and a lot of different systems working together such as game rounds, enemy spawning and placement, enemy health, player movement, player and enemy attacks, damage stat handling etc...

  • It does quite a lot of stuff for a free product.

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  • I'm also learning javascript during this to keep me motivated lol. Probably a bit too much, but why not!

  • Ah I see, no problem.

    I just had a brief look at the manual and it looks like the information is mostly here: https://www.scirra.com/manual/183/memory-usage

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Yes that's correct. I believe each object loads into memory on a layout but once you leave that layout it is unloaded from memory, therefore you only need to load the relevant objects for that layout at any time.

    Loading all the game assets in your game on an initial layout won't work as they won't be there on the new layout. When you leave the layout you don't have to worry about any other objects being left behind unloaded, it is done automatically I think.

    The fact that there is a noticeable FPS drop on an object being created but not for future instances of that object seems like a problem with the object.

    You could try: leaving the enemy object on the layout view; when it is preloaded on moving to the layout during the game, does the FPS spike occur? Or is it just when the enemy is created/spawned?

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lionz

Member since 5 Aug, 2013

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