jweickum's Recent Forum Activity

  • I think this link should work

    drive.google.com/open

  • Here you go

  • I can't post a screenshot for some reason, but here is the events that seem to give me trouble.

    LogOBJ Width < 60 ------Destroy (If you disable this the game runs forever)

    LogOBJ On destroyed

    System Is Destroyactive

    System logcount < 8

    Trigger once -------- LogOBJ Sine Set to Disabled

    Add 1 to logcount

    Creat Object LogOBJ at layer 4 at Woodbox.imagepointx.(logcount)

    Set scale to 5

    The game starts with around 55 objects on screen and crashes with around 60.

    If you disable the destroy action, the game can make as many objects as it wants, and even triggers some particle effects.

  • Nothing changes in the debug mode. All values just stop.

    Collision checks before freeze are around 4/tick, same with poly collision.

    They both are at 4/tick at the time of freeze.

    There are no spikes in objects, events take up the most CPU at 2.3%.

    The only thing that doesn't stop is the audio. Which I have tested, by disabling all audio, and nothing changed.

    I have tried to disable a destroy event that seems to be the one causing it, but I can't see why it would do that.

  • I'm having a problem with a complete game freeze, and I've narrowed it down to a few events, but I'm not sure how to understand why the game freezes at these events in the debug mode. Any tips on things to look for?

    I'll post the file later if I can't figure it out, but for now I'm trying to work it out myself.

    It seems to be a destroy action/condition, that was working fine until I added some other layouts.

  • Thanks for finding it. But I'm disappointed in how bare bones it is. I really wanted a project timer, and an editor timer. I'm irritated now that they said my idea already "existed" when what they have just barely scratches the surface.

  • I posted an idea about c3 tracking statistics for your projects. It was tagged as already implemented. Yet I can't find these statistics, anyone know where these are located?

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  • another way is to just make a bool called NotFirstTime = false.

    then at the bottom of your sheet set it to true.

    then do OnCreated AND NotFirstTime or OnDestroyed AND NotFirstTime

    This is something i do now but was seeing if there was a better cleaner way to do it.

  • IIRC you no longer need to have a default instance in the layout editor at all anymore.

    Before, you could make a separate layout that wasn't used with all your sprite objects to set defaults, they just need to be on one layout in the project, not every layout in which it was used.

    That is amazing. I think this will help. Thanks!

  • Not sure what you mean?

    Does everyone have a bool called game start?

    and add that condition to every single condition containing a destroy check?

  • How are you guys destroying objects at the beginning of the layout? IF every object needs to be in the layout at the start for them to be called in game, how are you guys destroying them without triggering future destroy triggers?

    This is an example

    At layout load > destroy OBJECT 1

    ...

    ...

    ...

    ...

    On OBJECT 1 destroyed > create OBJECT 2

    How can I change this to not trigger the destroy event until later in the game.

    I know I can probably use a boolean to make it work, but that seems inefficient.

  • I'll try again but I seem to get a loading browser page that never loads.

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jweickum

Member since 10 Oct, 2014

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