yapiiiii's Recent Forum Activity

  • Nice !

    Don't forget to add [solved] in the title of the topic

  • If you are really a beginner, start by a very simple project, else you will give up all the time.

    I don't understand how the character is supposed to move : you should add control buttons (left, right, up, down)

    then you use the platform behavior.

  • ok, maybe try exporting with the intel XDK...

    your problem is very strange ; for me, the only cause should be a problem in your events, or in the layouts

  • you have to modify manually their speed when object1 is overlapping object2. What do you use to make them move?

  • all is in the manual :

    https://www.scirra.com/manual/188/local-storage

  • It's a bit long but you can use text.find("txt_to_replace") to find the index of the 1st occurence, then use left() and right() to build the new string with the replaced word.

    example : if you want to replace "txt" by "text" in a random string called "string":

    string = left(string , string.find("txt") & "text" & right(string, len(string)-string.find("txt")-3)

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  • I think you have to add "or on touching object" on every condition where E is pressed :/

  • i don't think the lack of memory the source of your issue, all recent phones have 2GB of RAM, which is used as graphic memory too.

    What do you use to export your game? cocoonjs, intelXDK...? can you export a capx (i'll understand if you don't want to)?

  • have you already tried the "apply impulse at angle" action? I think it will work

    PS : personal advice : avoid the physic behavior when you can ! I rarely obtain the expected results

  • simply set your sprite position as (touch.X , touch.Y)

  • yes.

    for example :

    local variable : "PreviousValue"

    Array : for each X element :

    if Array.At(Array.CurX , 1) = PreviousValue :

    then Array(Array.CurX , 1) = 0

    Here, I check for every value on Y=1 if the previous value was the same, then I assign 0.

    If i didn't answer to your problem, can you post a capx? it will help a lot in understanding

  • some sources of performances loss :

    • too many sprites : ~30 max per screen.
    • too many collisions check : try to use collisions check only if it is really necessary.
    • complex collision polygons : use "set to bounding box" every time you can.
    • useless events : don't forget the "trigger once while true" condition, which can avoid a lot of iterations of the same event.
    • huge resolution : if you are making a mobile game, it's often not necessary to have a full HD resolution.
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yapiiiii

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