hazy's Forum Posts

  • 12 posts
  • antares330

    Awesome share! Thanks for this, it's actually something I'm beginning to realise that keeping it simple is key rather than over thinking the game etc. I am always open to critique good or bad it's how we get better and improve after all, feedback is priceless! Thanks again for this little nugget I'm gonna watch and listen to the series now ty!

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  • antares330

    Thanks very much for your advice and reply. I hadn't thought of the demo approach! I actually really like that idea - offering a game with no limitations to showcase perhaps a brand of gaming - so if you like this game you might be interested in others that are paid versions - this seems to be what I am going for long term. I understand that we cannot possibly please everyone, I guess trying to cover the basics will be a starting point i.e. no annoying adverts (3rd party) - I do like the idea of game based adverts but only on a positive note where the player can gain advantage/progress in the game i.e. "use voucher code to unlock coins/badges" or something along those lines. The in-game cash angle - I am very new to C2 so this seems rather daunting to me right now but something to consider yes.. I might be able to incorporate website elements such as a cart into the game but not sure if that's even possible yet - still lots more studying to do!

    Thanks again for your feedback, very much appreciated.

  • I couldn't find any other threads on game limitations so starting one here!

    I was just wondering if anyone has any constructive advice on limiting game features/functions for non-paying players of a game. I dont like the idea of adverts as these are super annoying but possibly considering the use of nag screens as an option with a timer for each level completed but is this too irksome also? I don't want to be a scrooge as games are meant to be fun so I guess I am just looking for a happy medium really.

    The other alternative I have been thinking of recently is to just state a once off payment from the outset i.e. removing any annoying limitations (inspired by listening to a recent C2 podcast). The only issue with this is perhaps maybe I cut my audience down significantly by doing that!

    So I guess that is my question and I'm reaching out to anyone with a bit of experience that can share some advice please, thank you!

  • Thanks for sharing this Roginic - I was having trouble finding this solution myself!

  • Thanks zenox98, you are correct.... I am blocked! Direct2D Enabled - Blocked for your graphics driver version. (Intel chipset 945!) Time to get something newer, best get writing to Santa!

    Thank you for the quick reply & solution.. guess this is not a bug!

  • Problem Description

    Running Project in FireFox (latest 41.0) generates 2 errors.

    Attach a Capx

    I just tried it with a blank project incase my other project was triggering the error, but these errors still occur.

    Description of Capx

    Blank Project.

    Steps to Reproduce Bug

    • Run Project

    Observed Result

    2 Dialog boxes are generated:

    First Dialog Box

    Assertion failure: Error linking shader program: Failed to create D3D shaders.

    Stack trace:

    assert2@http://localhost:50000/preview_prelude.js:16:10

    GLWrap_.prototype.createShaderProgram@http://localhost:50000/glwrap.js:534:1

    GLWrap_.prototype.initState@http://localhost:50000/glwrap.js:306:16

    GLWrap_@http://localhost:50000/glwrap.js:128:3

    Runtime.prototype.initRendererAndLoader@http://localhost:50000/preview.js:520:18

    Runtime.prototype.loadProject@http://localhost:50000/preview.js:1655:3

    Runtime.prototype.requestProjectData/xhr.onload@http://localhost:50000/preview.js:410:6

    Subsequent failures will now be logged to the console.

    Second dialog box

    Javascript error!

    TypeError: s is null, line 662 (col 4)

    This may be a bug in Construct 2 or a third party plugin or behavior - please report it to the developer following the bug report guidelines. Subsequent errors will be logged to the console.

    Expected Result

    To run project without any errors as normal.

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    ____ Vista SP2 ____

    Construct 2 Version ID

    212.2 (latest build just updated from r210 never had any errors in FF)

  • Baby steps for me right now but very thankful for all the help and tutorials I have found on the site/forums!

    Yes I have read AndreasR's tutorial and it has helped me learn and understand the local storage a lot more! (thankful) I believe I may have an issue with my triggers or perhaps a conflict as this should now be solved at this point - I am going to create a new project capx this morning and take it from there, then try and troubleshoot the other game - hopefully I will have some more rep points and be able to add in the capx file soon so you might have a peek and see my crude attempt at a game!

    I am suprised I have not crashed the servers with all the running around I have been doing in the tutorials and manual at this point! But great to have a source to refer to for help! So far this is my first bump in the road but I am sure there will be more

  • Hi everyone, just wondering if the FB object can be used to save the users game data just like the local storage option, or is there a need to have the local storage present if scores are saved to the FB object anyway, perhaps it doesn't save game state though such as unlocked levels etc? I am not sure so I am asking some newbie questions, hope thats ok!

    Game Scope: I'm hoping to have a game where a user can either login using FB or just play on the website, so just wondering what the best approach is in terms of capturing their game play/data as they progress.

    (I have checked the tutorials and the forums but no joy just yet, however I will keep looking )

  • Hi GenkiGenga, no worries on the timing! Thank you very much for taking the time to create and post the example, your method is what I had at the outset but I found that I am limited to users sticking with one browser (Ref: ) and also knowing when to click continue or play a new game (silly I know but I want to keep it as simple as possible i.e when a user clicks play - action will either load the previous save state from local storage or if missing load a new game)

    I have read and re-read a bunch of tutorials/references on web-storage and found a few mentions of local storage and this is what I have learned so far:

    I think i understand the logic of it now but I'm still missing something. Thank you for your encouragement!

    Gosh, just saw that I dont have enough reps to post my image - here is the image in text form

    This is on my Level Layout

    Global variable SaveGame = 0

    System - Start of Layout - LocalStorage - Check items "SaveGame_key" exists

    LocalStorage - On Item "SaveGame_key" exists - LocalStorage - Get item "SaveGame_key"

    LocalStorage - On item "SaveGame_key" get - System - Set SaveGame to LocalStorage.ItemValue

    LocalStorage - On item "SaveGame_key" missing - LocalStorage - Set item "SaveGame_key" to "SaveGame"

    This is on my Start Game layout:

    Mouse - On Left button Clicked on play button (which is a sprite) - LocalStorage - Get Item "SaveGame_key"

    then another action on this too System - Go to Levels (level layout)

  • Hi GenkiGenga, thanks very much for your prompt reply! Yes, I am using the buttons as the load/save triggers, I did originally use the System - On Start of Layout - Save option at first but then after a refresh of the browser I thought oh, how do I get the game to now load what's just been saved. So I'm not sure how to do that, I tried the System - On end of layout - Load but I believe I may have conflicts with the save feature and it doesn't seem to work. I'm sure I am missing something really obvious!

    With regard to having levels on a game - I am wondering if the System - Save is an ideal solution for this, I am assuming it will save the last "live view" for the player rather than remembering the levels they have just unlocked? So many newbie questions, sorry for this! (i have read your tutorial, thanks for sharing your knowledge, really helps us newbies)!

  • Hi everyone, I'm Hazy, new to Construct 2 - general super nerd/web developer. Looking forward to learning more about this awesome software and being a part of the community!

  • Hi everyone, new to Construct 2 and the forums, it's great to be here!

    I have a question about the Local Storage option in Construct 2, I'm currently using the System load/save feature to record/save the game data but when this method is in use it is limited and relying on the user to manually click the save or load buttons within the game itself. Is there a method that can auto-save the game play as the user progresses without them having to manually click save? I am also concerned about the fact that some players may just x off the browser also, thus losing data. I have read many tutorials over the past couple of weeks, thank you inadvance to all contributors, I would not know as much as I do now only for the members taking the time to share their knowledge! I am sorry if I missed a tutorial on this, I have found some webstorage tutorials but my exposure to Construct 2 is quite limited now in terms of experience so I am not sure how to transfer that knowledge to the new local storage option. All help or advice greatly appreciated.

    Thanks,

    Hazy

  • 12 posts