lionz's Forum Posts

  • Well I hate to post the same thing again but use Pick nth instance

  • There is no doubt it is why the game freezes as described above, it is preloading around 600-900mb of assets on transition. Notice how it doesn't freeze when you transition to the level select screen? If it doesn't have to load these characters then it doesn't freeze at least for me on PC because the memory usage is more reasonable.

  • If you mean pick the two that are overlapping there is something called 'Pick nth instance' under System, where 0 and 1 are the two instances overlapping.

  • What are you showing us? Please explain the problem. If it's a bug of invisible character that's secondary to the performance issues at the moment, you need to chop down those character animations. You should delete the characters from that level and an object bank isn't totally necessary.

  • Ok the memory usage is almost entirely caused by these characters you've got underneath the level that are not really part of the level. Delete them. You've used the level as a kind of object bank but this should be in a different layout. They will need to be optimised in general though as one is spawned for the player.

    Also they appear in the character select screen, consider using a different object for this - objects with one frame of the character. The tutorial is also approaching 1gb because of all the characters, they just need to be optimised I think each char adds about 200mb which is a lot when you consider that memory usage should be around 100mb max total for all graphics in the layout. This could work on mobile if you reduce those characters down.

  • I had a look and the freezing is from memory usage, it jumps from 5mb in level select to up to 900mb in the level so it's loading the assets.

    Also sorry to say but these look like mobile controls and this is never going to work on a mobile device, did you test it yet? The memory usage is so high it even freezes on a PC. Mobile should be around 100mb or less ideally and yours creeps up to 600-900mb on each level.

  • On button clicked > go to layout

  • Should be fairly simple, conditions 'if player is overlapping sprite' set arrow visible (or create it above the sprite if it doesn't already exist). Then you can say 'if player is not overlapping sprite' (right click and invert event), then set arrow invisible or destroy it.

  • Did you try system "save"? It might be easier to just save the game.

  • Check that you are not using set position constantly/every tick because then the thing won't move with drag, setting the position will override it.

  • Destr did that work? have you managed to fix the issue?

  • What hasn't worked? You could add a trigger once to those events as running every tick will affect those actions.

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  • Yes it is kept on an update.

  • The condition where you are checking if the waypoint is not equal to a faction doesn't really relate to the thing that spawned. I would expect CurFaction to not equal something on the object that spawned, I don't know what EntitiesFaction is.

    What I would expect in this condition is Waypoint CurFaction is not equal to BotsPathFind.CurFaction.

  • Alright I edited the file here dropbox.com/s/zrl6p9w1sv0matz/tezt%20kingdoms%20edited.c3p