Colludium is right, now things like this:
Cannot be done easily anymore, now you need to implement some trigger crap.
Now in the previous case, it might STILL be fine but what about this ?
This code is called when a certain frame in a looping animation is reached.
I know some might say you should load the data into some variable and not access the file system that often but I am telling you, the game works smoothly, webstorage is working well, no, I am not loading the ENTIRE INTERNET on every frame so it is not going to be a problem that this new plugin is so eager to try to handle [loading BIG ENORMOUS DATA because yeah that is what most game created using construct2 have to deal with right ? BIG DATA the size of the internet... pssh...]
It was SOOOO easy presently.
But now with the new and improved "localstorage", things are going to be more complicated than it has to be.
"Oooo with the new *parallel* processing, things will be faster" and all that crap.
If it is supposedly going to be so fast, and "along side", why do we now have to face the issue of not only re-writing our codes but have to implement some sort of "wait"/"pause" function like Colludium said to do what you are seeing here ?
This "new upgrade" is not a even close to "good".
It is Terrible.
Just Terrible.
Can Construct2 atleast make this *New and Cool and parallel and so awesome you should forget about using the old webstorage* plugin have like this internal build in "wait until the result is retrieved and then continue" option that makes it behave like the original supossedly *bad or OLD* system that is actually friendly to us ?
I have been working on my game for four months now and this crap happens.
I am just going to wait and see where this terrible direction is going before I continue, I have stopped the game development for now.
This is Terrible...why is anyone even praising this new *improvement* ?
To all the fans of this new *awesome new way of loading data* plugin:
Yes I am glad you now have the ability to load 1GB of data into your game on a "parallel" thread without slowing down you game and be notified when your 1GB of data has been loaded.
No 99.9% of us creating casual games don't have to deal with that, so thanks for messing it up for the rest of us, because we REALLY LOVE having to access a saved data that is like maybe 100kb and have to then wait for another trigger to tell us when that has been loaded for us to then access it, yeah that *awesome* we really love that...
You know what else we love ?
Maybe construct 2 will *improve* its sound playing system by making a function to play a sound but then create a trigger to let us know that the sound device is now actually ready to play the sound before we THEN play it, if we are going to mess it up why don't we go all the way ?
Hey check that, why don't we ALSO implement like when pinning a sprite to another sprite, we make it so that we have to wait for a trigger after calling "pin to object" that tells us that the sprite is *ready* to be pinned which we will then call another function to *actually* pin it ?
Let's do that, lets *improve* construct 2...