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  1. Replies
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    Thanks Phi - it's all good now. Actually I never...

    Thanks Phi - it's all good now. Actually I never used the converter. Just had perhaps an older version of the extension. I also updated MMF to the latest build recently so that may have done...
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    Lacewing Blue does not retain connection to channel across frames

    ** Edited **

    Reinstalled the LWB extension, that seems to have solved my problem.

    ************************************************

    Hi,

    I downloaded LaceWing Blue thinking that it was the...
  3. Thread: memory

    by dave26
    Replies
    15
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    2,257

    Hi Diablohead, In my game I have one visible...

    Hi Diablohead,

    In my game I have one visible counter, however in the example I attached there are no counters at all.
  4. Thread: memory

    by dave26
    Replies
    15
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    2,257

    Hi CT, I'd really appreciate a response on...

    Hi CT,

    I'd really appreciate a response on this.

    In my example - although there's an "always" event - there's no more than 80-100 objects on screen at once, and it uses 11MB RAM.

    I would NOT...
  5. Thread: memory

    by dave26
    Replies
    15
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    2,257

    still no luck, have tried the above. here's a...

    still no luck, have tried the above.

    here's a simple example - it lags even in the simulator.
  6. Thread: memory

    by dave26
    Replies
    15
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    2,257

    Thanks Distant, I will try that and report back

    Thanks Distant, I will try that and report back
  7. Thread: memory

    by dave26
    Replies
    15
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    2,257

    Hi guys, thanks for the tips. Still haven't...

    Hi guys, thanks for the tips.

    Still haven't been able to fix it - I will try and create a small app to reproduce it.

    It has nothing to do with "how long" the app is running and more to do with...
  8. Thread: memory

    by dave26
    Replies
    15
    Views
    2,257

    Not using global objects, I'm creating a lot of...

    Not using global objects, I'm creating a lot of AO at runtime though every 3 m/s or so - but they are destroyed when they leave the screen (which is almost immediate). No more than 30 objects on the...
  9. Thread: memory

    by dave26
    Replies
    15
    Views
    2,257

    Thanks Jason. I'm using Build 253 - I assume...

    Thanks Jason. I'm using Build 253 - I assume that's the latest.

    I've only had the ios exporter for a couple of days.
  10. Thread: memory

    by dave26
    Replies
    15
    Views
    2,257

    memory

    Hi guys,

    I am trying to make a game for the iphone. I'm testing it on a 3GS.

    It seems to run fine when the build is first completed, however subsequent restarts of the game (ie. "Restart the...
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    Re: Channel Listing Loop

    Thanks Jamie, yeah that makes sense.
  12. Replies
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    1,727

    Re: Channel Listing Loop

    Ok I figured it out, I had set name and join channel both triggered by on connect condition. I see that the name has to be set before the channel can be joined.

    Works fine now.
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    Re: Channel Listing Loop

    Hmm I'm pretty sure I'm using the right conditions, and the loop runs because it triggers another unrelated action on loop finish.

    Will this function still work if connected locally?
  14. Replies
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    1,727

    Channel Listing Loop

    Hi guys,

    Can someone please explain how the channel listing function is supposed to work?

    I have an event to request the channel list (once connected & joined to channel), then on receipt of...
  15. Replies
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    Re: Lacewing BETA #9

    I notice that there's still no "Is Host?" condition.

    Are there any plans to add this? Would make life a lot easier especially transferring from older MOO applications.

    Easy to make someone host...
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