d1ebf4d8-e416-4555-be48-ae3aefaf6ed8's Forum Posts

  • Thank you for the reply! I’m a little wary of older guides because I’m still new to C3 and I’m not sure what’s changed.

    So localstorage is what I should be looking into, probably? I don’t want to cloud save but since I’m working on an adventure game, I need something more reliable than the save slots.

  • I probably have a lot of misinformation but I read in the forums that relying on the save/load slot system built into C3 is bad because you can just clear your browser cookies and the player loses their saves. And that if you edit a scene and the user downloads the new version of your game, the save slot will load the old data / not be updated.

    So how do I go about creating a file based / more reliable save/load system? All the info I can find on this talks about the save slots or the info is for C2.

    I don't think I need the intricate details, but a video or text guide would be really helpful.

  • You do not have permission to view this post

  • Could be, though I tried with two different art programs (aseprite and photopea) and imported PNGs from those programs to two other engines (Gamemaker studio 2 and Gdevelop) and neither scenario produced weird PNGs.

  • Okay I have an update. If you upload/import a PNG or a JPG, C3 seems to compress the images. But if you use GIF, it doesn't seem to affect the image colors. At least in the small test I did, the brown shade I'm using isn't shifting to another shade.

    I think I'll report this as a bug.

  • Not sure how to describe this one. But I'm working with a really limited color palette (4 colors) and when I import art for sprites or tilesets etc C3 does... Something? To the colors? It shifts them or compresses them or something?

    Here you can see it with the brown shade:

    How can I prevent C3 from editing my colors when I import the images?

  • I figured it out, I was making it way more complicated than it needed to be. Construct is incredibly intelligent tbh, I was trying to position a sprite over a family member and thought I needed to define / pick out which member.

    Turns out as long as the family member meets the conditions, C3 is smart enough to position the sprite over the correct family member by just:

    Set position to <family>

    Spent so long on this, it's frustrating haha. But it works brilliantly. So simple!

  • I’m trying to position sprites over members of a family when I overlap them.

    I’m not at my pc but basically my code is:

    If overlapping NPC And Press space

    position Sprites to NPC.X, NPC.Y

    NPC being my Family. I’ve put several NPC family members on the screen but it doesn’t matter which one I’m overlapping and interacting with, the Sprites always position over the first member in the family. I’m probably overlooking something really simple but I can’t figure it out.

  • I'm not sure I still really understand, sorry! D: So what happens if you don't have a dummy layout with all your stuff in it?

  • I'm still learning about C3 and I'm curious. I've seen several videos where people create an essentially unused / dummy layout and put all of their game's graphical assets onto it.

    What's the point of doing this? Is this like a caching thing, load everything into memory at once?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yes that’s the idea I’m going for. I’m not at my pc so I can’t test the examples y’all have made but I’ll be sure to test them.

  • With the release of beta r252 (today!) Scirra updated the importing of animations.

  • Thanks for the help, oosyrag. I'm still trying to figure out exactly what you did in the project (doh my noobness) but I think I get the general idea.

    Though I wish there was an easier way haha.

  • I've been scratching my head at this and I can't figure it out. I've been using C3 only a few days though. xD

    This is the effect I'm going for:

  • I do believe it was the C2 documentation where I spotted that info. I'm glad it's been fixed.

    I'll probably create a dummy project and try to see if it makes a difference but for now I'm satisfied lol.