lionz's Recent Forum Activity

  • Well that logic would pin it to platform at its spawn position. So you need to set the meteor to the same position as platform then pin it.

  • Yes you are creating obj_platform but there is no logic to create obj_meteor so that is why it is not spawning.

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  • There is no logic to spawn that object, only set its position? Also int(random(1,4)) does not pick 4 only 1,2 or 3

  • I can't answer these questions because without seeing your game it is just guessing. 20px is hardly anything. You must have HD images present in the level or something to reach 141mb. You can delete objects and run the game to see how drastic the drop in memory usage is and what are the problem areas.

  • If it's on mobile it is better to load as little as possible. For my game I have shop menu in a different layout, you tap on shop button and go to it. Then in shop you have an exit button to return to game. If you build all your menus in one layout and make them visible/invisible you come across the performance problem. Let's face it, the shop does not need to be following you through the game set to invisible.

  • Yes you should use another layout. Setting a layer invisible, the objects are still loaded. For energy etc they should be global variables so unaffected when you go between layout.

  • That's your image use in the current layout so you have too many images and animations loaded. Could also be particle effects but I've never really used them.

  • For mobile 141.5 is high so you will probably see some performance drop. Should really be no more than 80

  • Depends how many are on screen :) check your memory usage

  • Oh by 2 I thought you meant create your own fade animation using opacity. Don't use an animation.

  • Any number of layouts or event sheets is fine

  • They are both doing the same thing, decreasing opacity of an object.

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lionz

Member since 5 Aug, 2013

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