Colludium's Recent Forum Activity

  • Your post includes the solution to your problem. Add a family variable to mobs family and assign a unique numerical value to each member of that family. When you save state, include the variable number in the save and then, when you want to recreate the correct member of the family, reference the variable to control which particular instance to create.

    I think your demand to have it done by tomorrow is just daft, but I bet you could do this yourself by then (or is this a joke?).

  • It sounds like code for there will be a need for a whole new plugin - for C2 users, at least. Unless there will be a simple (non coder friendly) one line javascript way of accessing features like game center and leaderboards etc.

  • Great! I'm glad that my tiny input was helpful .

  • lucid,

    Check you pm's - I've sent you a bug report b8_2 / r174 with capx. Thanks!

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  • I agree, it seems a bit confusing to allow continued work on a project when the whole idea of a jam is to get it done right within the time limit.

  • awmace5,

    You do indeed have a memory leak. Your Water sprites are not being destroyed and are accumulating at a rate of approx 30 per sec (I stopped the debugger after a few secs with more than 1500 of them....). I didn't see 30 appear on screen each second, so there's a bit of unnecessary cpu work going on there (perhaps only spawn them where they will then be seen) and the hit-solid-destroy system doesn't seem robust. You could do this a couple of easy ways - the quickest would be to add a Fade behavior to them that is active on start and then time them to fade out after, say, 5 secs - where they will be off screen or already destroyed by what you have in the events already.

    Edit - I just tried the adding Fade behavior and it doesn't work. There are just too many Water sprites... I suggest only spawning them where they will be seen and then destroying them when their y value is > layoutHeight + a bit.

    Edit 2 - The above y value check works and caps their number at ~120 without managing where they are spawned which would also allow you to reduce the spawn rate.

  • I built a truck driver / pilot time calculator, a meeting cost calculator and a tip calculator. So calculators are pretty easy, come to think of it!

  • Hi yaomon17, I had the same problem as damiancaro.

  • Blinx123, I have similar errors with clay.io plugin and cannot use it. I fear that support for it has disappeared into the ether...

  • Aphrodite - yeah, I submitted a bug report and found out from Ashley. Now I'm careful to monitor how many polygon points I add to each sprite to avoid a repeat (it's do-able but a bit limiting....). Since that one fail I've not had a repeat of the problem - even though I still have a couple of objects with more than 8 points in their polygons the game continues to run ok with asm.js physics (only on test & I'm ready to fall back to box 2d).... So it looks like whatever causes the failure to trigger is not guaranteed to fail every time you have 9+ points.

    here's the bug report

  • OK, so I expect that I'm setting myself up for a lot of incoming rocks, rotten tomatoes and spears for not paying enough attention to developments. And the developments with C2 are fast and excellent, so I'm not complaining... I just wandered if my ignorance was really down to sleeping in the forum or if the manual / release logs missed this gem.

    Is it widely known within the community that the asm.js physics engine does not support objects with more than 8 collision polygon points? And 'does not support' really means that it will crash on run....

    If I missed this then I apologize for wasting your time, but if not - you've been informed...

  • Ashley, I couldn't find that info in the manual - might be worth adding if my searching isn't at fault, thanks.

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Colludium

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