I have the bullet system set up in a way so that when you press space, the player asset shoots a fireball. But since I don't want to run the risk of either:
A. Creating lag
B. Completely destroying all bullet assets
I made it so that it creates a copy of itself, and that is what gets fired. But for some reason, whenever I run the project, and test how the firing mechanism works, after 10 seconds have passed, every bullet sprite but 1 is destroyed?
I've provided a video in case my description was foggy, which I know it was.
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Im not exactly sure whats going on, but attaching the capx would make it easier for someone to find out what is causing the issue in your project.
From what I can see from your video: It stops creating fireballs at 36
Try adding an event to destroy fireballs when they are no longer in play
Add Event: Fireball Is on-screen(Invert)
Add action: Fireball Destroy