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datg232
Guest
Hi I have multiple alarms inside an object and they call the next alarm based on conditionals, these alarms shows different enemies during the game. these alarms works properly on my laptop but on android devices sometimes the game shows enemies before time and other crazy things. In fact, every time that I play the game on mobile I got a different behavior. First I used 60 fps and I tried with 30 fps. I used the clean button before every run button. Do yo know how to solve this?
Code:
/// @desc 6 ufo
if(obj_game.destroyed_ships >= 4)
{
obj_game.destroyed_ships = 0;
var xx_ufo = sprite_get_width(spr_ufo);
var yy_ufo = 0;
repeat(3)
{
instance_create_layer(xx_ufo, yy_ufo, "Instances", obj_ufo);
xx_ufo += sprite_get_width(spr_ufo);
}
yy_ufo += sprite_get_height(spr_ufo);
var xx_ufo = sprite_get_width(spr_ufo);
repeat(3)
{
instance_create_layer(xx_ufo, yy_ufo, "Instances", obj_ufo);
xx_ufo += sprite_get_width(spr_ufo);
}
if (alarm[2] <= 0) {
alarm[2] = room_speed;
}
}
else
{
if (alarm[1] <= 0) {
alarm[1] = room_speed;
}
}
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