What pause button?
No somehow that got worse. First condition - animation frame=item.id, add amount. (this means it already exists). second condition - Else, pick nearest to 0,0 where animation frame=0 and set the item id and add the amount.
On the back and end conditions you are setting inchat to 0 twice, one of those should be a chatpos variable. That might cause it. Yes on my example open up the 'on touched NPC' event you will see it has sub events.
Does the touched NPC event have the sub events ? I would try and understand the file so you can suit it to your game. Copy and paste you will get lost later on if bugs occur.
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Also I just noticed you are settin the fps to a text object every 0.2s which might not give good results so I hope you're not using that, again in the debug preview it shows the FPS.
Well I had a good look at it and I don't see any potential performance issues.
Is that all nested under the every 0.2 seconds? I can't really help with this it looks convoluted and I don't know what's going on. Maybe there is a simpler way to do what you want though.
Not sure what the screenshot is showing but this could be a common error where you forget to link an event sheet. Layout 2 should have an assigned event sheet, check in layout properties.
We would need to see all the events to give an idea, this event looks like its indented a lot of times as a sub event. For example calling a function is not going to resolve anything if those events are running every tick.
That's great then, 7mb is very low. Your objects must be using the same graphics.
What is the memory usage it should show it in debug preview
The memory usage is? The problem will be with 600+ sprites with animations not the Fade behaviour which is just changing opacity of the object.
Member since 5 Aug, 2013