Why is there no control over System | Save Game?

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  • The native System | Save Game is pretty bugged, but for small project it works well.

    (It's bugged with tweens, it's bugged with timelines, it's bugged with z order. No I don't really have time to report the bugs as I'd have to spend a long time to try and reproduce it or to strip down my 8 months dev project for this.)

    Having said that, is there any reason why we cannot delete a save game key?

    Triggering a save game creates an indexedDB entry with a random name based on the game, yet there is no knowledge of that.

    Then inside that indexedDB it creates keys for each save, again, we cannot get that info from C3.

    If we would know the name of the indexedDB, we could then delete entries, which is something completely normal for a game, to delete Saves: dev.to/pandresdev/delete-data-from-indexeddb-3231

    Am I missing something maybe?

  • The native System | Save Game is pretty bugged, but for small project it works well.

    Maybe you just don't know how to use it properly?

    Local storage allows you to delete an individual record or clear the entire storage.

    Why go down to the file system level and meddle with browser files. Not all users will be allowed to do this by the operating system without additional settings.

    I will say more, I as a user do not want games to be able to delete or change anything in the files of third-party programs, especially the browser, through which now comes a large flow of personal data.

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  • In what situation you need to delete it? You can overwrite it, or you can change the key, both of which effectively deletes the save from the point of view of the user. You can even use both methods at the same time if your goal is to save space on the disk for whatever reason.

  • Yeah I personally don't like the build-in save system either for various reasons.

    You can however handle the saving via local storage instead, which does allow you to delete keys. Look at the "SaveStateJSON" expression.

  • I see, so the topic starter was talking about the system where we save the scene state, I don't use it at all, it's only good for something primitive.

    Only local storage and it works fine.

  • In what situation you need to delete it? You can overwrite it, or you can change the key, both of which effectively deletes the save from the point of view of the user. You can even use both methods at the same time if your goal is to save space on the disk for whatever reason.

    In case players want to delete it and clear up some space.

    Different browsers have different quota for indexedDB, if the post below is correct, a phone with less than 8GB will have 50mb for indexedDB.

    stackoverflow.com/questions/51405660/does-edge-safari-have-a-limit-on-indexeddb-size

    I find it rather normal as a developer to be able to clear up that space and as a player to be able to remove old saves.

    I am aware the No Save behaviour avoids saving the object attached to.

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