dop2000's Recent Forum Activity

  • There are plenty of tutorials including the official example:

    editor.construct.net

    Try adding "Trigger once" to the event where you save high score to LS. This may fix your issue.

  • What do you mean by passive items? Static objects in the world? You can generate them dynamically and save in JSON.

    Or if you mean items the player collects, which modify various stats?

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  • The way you save high score may be the problem. If the event on your screenshot is top-level event, it will be executed many times per second. If at the same time you switch to another layout or restart the layout, it will try to read from and write to Local Storage at the same time. And this may be the reason why it doesn't work.

    Ideally you should only read the score once at the start of the game. For example in loader layout. And save the score also only once at the end of the level.

  • If I heavily modify and rework example project so that my code in it will be around >50% and my graphics in it will be >90% then can I publish it and monetise?

    I am pretty sure you are fine. That's what the examples are for.

    You don't need a business license to start publishing and monetizing games.

  • You may be using Local Storage events incorrectly. I've seen this many times, when the same events that work on computer don't work on mobile, because mobile devices are slower and it takes slightly longer to process LS requests.

    Check out some tutorials on how to use Local Storage.

  • I'm guessing you are using huge values for density, friction etc., because you have to apply pretty insane force and impulse (40000) to move the car. Physics engine doesn't work well with extreme values, maybe that's the reason why the results are so different at different fps.

  • No, I have a mid-range laptop with integrated video, definitely not gaming.

    Can you share your latest project? Because when I set tile size to 4x4 it runs very smoothly.

  • It runs at 50-60 fps on my laptop after that change.

    If it's slow on your machine, you can increase tile size, this should definitely help.

  • Use Debug Mode (Shift+F4) to troubleshoot issues. You will see that too many Erase objects are created. That's because you have "Create object Erase" action inside the For loop. And it's repeated 160 times!

    Change the event like this

  • Don't use "For each XY" loop.

    I see that you store items on Y axis in the array, the item name is at X=0 and the rarity is at X=1. So you can use this event:

    System For "y" from 0 to array.height-1
     AdvancedRandom add entry array.at(0, loopindex) with weight array.at(1, loopindex)
    
  • If the tilemap has only one tile type and is invisible, then even with 1x1 px tiles the performance shouldn't be that bad. You can make 4x4 tiles.

    Use a separate object for the visible ground, and erase it by spawning round sprites above it with Destination Out blend mode.

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dop2000

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