Ginger Cat Studios's Forum Posts

  • 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.

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  • 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.

  • I decided to create a IDLE cookie clicker style game, I already learned how to create particles and they are working, every time I press a button it generates particles, but they appear from the button object, I would like them to appear where my mouse is pointing, but I have no idea how to define the appearance of particles in the position of my mouse, it doesn't accept (Mouse.Y, Mouse.X), that's probably not what I should be trying...

    So my friends, what way do you use to appear a particle at the position of the pointer when clicking on an object?

    Thanks!