gfmichels's Forum Posts

  • Congratulations!!

  • The King Cat Clicker

  • I'm using NW.JS to export my game to Steam, I believe it's the best format for Steam, right?

    My question is if there is any way to close NW.JS when the player clicks to exit the game, as it continues to run in the background. I know that if you click on the NW.JS icon you will see the option to uncheck it to continue running in the background, but I wanted the player to not have to do this. Is there any way or setting in Construct or Steam so that NW.JS does not continue to run after closing the game?

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  • 1gb isn't too bad, one way to reassure yourself is steam stats, which says most people have 16gb of ram, really small amount of folks with less than 2gb or 4gb.

    https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

    Judging from your game, you have lots of images for customisation. If all the images, let's say the cats fur, is all in 1 sprite, then there's not much you can do to lower RAM usage, as once 1 sprite is loaded, it loads all of its animations into memory.

    But if each customisable sprite is a separate sprite, then you can use the System > Memory actions to unload sprite images when not in use.

    I would also like to thank you for the suggestion to unload memory, I will research how it works, thank you.

  • 1gb isn't too bad, one way to reassure yourself is steam stats, which says most people have 16gb of ram, really small amount of folks with less than 2gb or 4gb.

    https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

    Judging from your game, you have lots of images for customisation. If all the images, let's say the cats fur, is all in 1 sprite, then there's not much you can do to lower RAM usage, as once 1 sprite is loaded, it loads all of its animations into memory.

    But if each customisable sprite is a separate sprite, then you can use the System > Memory actions to unload sprite images when not in use.

    Thanks for the reply Jase,

    I use all the "skins" in the same sprite, in this case when changing the "skin" it changes the animation that is running, a question, since they would be static images, I kept the speed 5 in each one, would that make any difference? I didn't find any way to make it work without being animation, because as I said it would be one image per animation.

  • I'm making my first release on Steam, and the demo is already available to download and play, but I decided to test it on a new notebook that I bought, and I found it strange that the game was using 1G RAM..

    My question is if this is right, if there is something I can fix, I would like to know if there is a tool or way to analyze what I could fix, I have already reduced the game images to the maximum and this has reduced the statistics a lot, but I believe it is something in the code, I am saving the game every 1 second, before it was every tick, could it be the save?

    My concern is because I believe that this type of game should not consume so much RAM, maybe it is normal and it is a silly concern, I would like a second opinion.

    I appreciate any opinion and help, if any QA expert wants to analyze and point out the error, the name of the game is The King Cat Clicker https://store.steampowered.com/app/3121620/The_King_Cat_Clicker/, I appreciate any help, thank you.

  • >

    > igortyhon, Do you know how long you stay saved? or is it just lost using LocalStorage if the player uninstalls the app?

    I have not been interested in this issue, on mobile devices definitely more than a month.

    The problem is that some players have all sorts of cleaners and optimizers and they can sometimes clean the records and players then swear.

    Another common problem is that on the web some players use privacy-oriented browsers and then wonder why nothing is saved.

    But even if you do nothing, the percentage of such cases is small, but they are upset and shout the loudest, so on popular games I re-dub the save to the cloud.

    Thanks for the answer, I'll wait for someone who develops for computers to help me with this question, but your opinion has helped a lot.

  • This will make no difference.

    Thank You!

  • I have a question about the name we give to anything in construct 3, could a longer name for a variable have any impact on the game's loading speed or slowness? or if I use variables, functions, sprites with huge names will they have the same impact as short names?

  • My choice is local storage only.

    If the game is profitable I integrate it additionally saving in the cloud through third-party services that players who have been playing for a long time did not lose progress and did not lower the rating with these complaints.

    All this work with files (eg json) and file system relatively stable work only on PCs and my main market is cell phones.

    igortyhon, Do you know how long you stay saved? or is it just lost using LocalStorage if the player uninstalls the app?

  • My choice is local storage only.

    If the game is profitable I integrate it additionally saving in the cloud through third-party services that players who have been playing for a long time did not lose progress and did not lower the rating with these complaints.

    All this work with files (eg json) and file system relatively stable work only on PCs and my main market is cell phones.

    Thank you for the feedback igortyhon

  • So far I've used Construct's own LocalStorage System and I really liked it, but I know it's possible to use json or maybe I even have other systems...

    So I would like to know the opinion of more experienced people.

    Which system do you use and why? do you think json or localstorage is better or worse for some reason or is it something relative..

    Ty!

    Tagged:

  • I know I need to use the SDK they provide, but I'm very confused with that amount of folders that serve all kinds of purposes, and the tutorials I found on YouTube, besides being extremely rare, are old. I'm having trouble with this, and I believe it will be easy after the first time, but until then, it feels like something only geniuses can do...

    I wanted to upload a demo just for internal testing. I know that each game on Steam has an ID for internal beta and another for the public that people buy and play. Could someone very smart tell me how to upload an internal beta and public version on Steam? Thanks.

  • I have used it for some games on Itch.io online, and it worked perfectly. But for a local game on Steam?

    My concern is that after some time it might lose the save, or even not be able to recover a save after uninstalling and reinstalling a game.

    You know when you download a game after some time and it has the same save because the information was saved in a folder or JSON file, and Steam just saved that in the Cloud? So, does Construct's LocalStorage work like that too? Does it create a folder or a JSON file in the local files with the save information, or is it something that is saved only in the processor/browser cache and after some time I can't recover or manipulate it if necessary?

    If that's the case, what method of saving a game do you suggest? I tried using JSON, but I could only pull the file and not overwrite it. By the way, is there any way to write a JSON using Construct?

    Thank you, friends.

  • Ok, After having lunch, I thought a little and created another action after creating the particle object, in this new action I managed to define the position of the particle as Mouse.X and Mouse.Y, I will keep this post for anyone who has the same question.