iso250's Forum Posts

  • Nobody else had had this issue?

  • Hello all.

    I've discovered a behaviour with event sheets that I find peculiar and I'm wondering if anyone else has discovered it, or whether it's normal.

    The game I'm making has various levels that the player can revisit. Each level has its own sheet and each of those sheets access 3 common sheets that govern things that happen on every level the player visits, such as how the player moves and reacts, how the enemies move and react, etc.

    As Persist makes it impossible to restart the game from scratch I'm using arrays to save the location and health of enemies upon exiting the level so if the player revisits it they'll find everything as they left it. At the end of the layout information is stored in the arrays, at the start of the layout information is being read from the arrays. The reading and writing of the arrays in on one of the common event sheets.

    Now, after that long-winded introduction, here's the peculiar behaviour.

    When you leave a level the game is writing to the arrays from the common sheet. I've tested it to make sure of this. When you go back to the level, however, the information isn't getting read back. The only way I seem to be able to make it read the information is by putting all of the array reading rules on the actual event sheet for the layout, not on one of the common sheets.

    Is this a known problem? Is it working as intended and I'm unaware of this? I know as far as problems go it's a tiny one, after all, I can copy and paste the reading of the arrays to each layout in 10 seconds, but the behaviour itself makes no sense and I'm wondering if anyone can explain why it is so.

    Thanks!!

  • That explains it. My game is full of physics!!

    Thanks for the response, Ashley. Will you posting when it's resolved?

  • When I try to run my app on my iPad via the CocoonJS app all I get is a black screen. Searching the forums I see that this problem has happened before.

    Anyone else having this problem? If so, is there any word when it will be fixed?

  • I imagine that exporting it by CocoonJS would help it a little. I'm also guessing that newer iPads would also help?

  • Hello all.

    I'm in the middle of making a game (this is the wrong place for me if I'm not!!) and I'm noticing that when I preview the game on my iPad 2 by LAN the movement of my objects gets a little choppy, despite the framerate hovering between 50-60.

    Is the framerate low enough to show choppy movement or would it be that the iPad 2 is not powerful enough to handle the game I'm previewing? The game has a LOT of physics and line of sight in it.

    Thank you!!

  • Load/save idea sounds like the way to do it. Is there any word from Scirra as to whether persist functionality will ever change? Even being able to turn it on and off would be a pleasant start.

  • No way to reset persistent objects?!?! That like buying a lock that has no key; useless 99.9% of the time. I suppose I'll have to set events at the beginning and end of each layout that reads and writes information to a series of arrays. Kind if sucks that that has to be done because persist is broken.

    Well, I assume that it's broken. If its working as intended then it really is a dud feature!!

  • Hello all.

    I'm making a game where the player can travel between the layers at will, even back to layers they've already visited in the past. Each level has a layout. As such, everything that the player can interact with has "persist" to ensure that the object keeps its state when the player returns.

    I want the player to be able to restart the game. I've scoured the forums on how to do this and I've tried all the methods I've found, including resetting global variables, restarting the layout and going back to the same layout.

    None of this works!!

    Objects that were destroyed stay destroyed. Objects that had their animation frame changed don't go back to their starting animation frame.

    Surely there MUST be a way to restart the entire game!! I can't believe that there wouldn't be. Can anybody please tell me what the most reliable method of resetting EVERY object in the game back to its starting state?

    Thank you.

  • The main reason I'm reluctant to try it before I'm completely sure it works is because I don't want to put it on the app store and then start getting low reviews because of a save functionality that doesn't work. Nothing screams "don't buy this game" like a swathe of low reviews!!

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  • I have to admit I haven't tried it out as I didn't want to put anything in the iTunes app store until I know it works. Have you had success with it?

  • The C2 manual for WebStorage provides the following.

    "WebStorage does not store in the browser cache. If the user opts to empty the browser cache, WebStorage data remains intact. However if the user opts to clear all their cookies or offline website data, WebStorage will be cleared."

    I'm not the best when it comes to programming, but to me that indicates that the data is not actually stored within the game itself, but rather in the cookies and offline website data. I thought the cookies and offline website data could only be accessed by a browser-based game, not a game downloaded via an app store, like iTunes.

    I was thinking that having a save function that actually changes the data within the application itself would result in a save function that would be protected from clearing cookies, etc, and allow app store games to have true save functionality.

  • So nobody thinks this is a good idea?

  • Hello all.

    I've been reading up on how to save games in C2. It seems that game saves can be done for iOS and Android games but only if they're web apps. If I'm wrong, please let me know, but this tutorial by Ashley seems to indicate that.

    goo.gl/crtEBT

    I have a suggestion. If you like it, please voice your support. If not, please share with us why.

    I think it would be awesome if a new object was added to C2, an object called "Save Array". This Save Array would be like a regular array with one very unique feature; information you change within it is permanently changed.

    Having a unique array type instead of allowing regular arrays to be altered would mean there would be no accidental corruption of the game itself. The array would also need to be locked in size once you've dimensioned it, i.e. once the array has been given an actual size nothing in the game would be able to alter its size. It would most likely also need to have a limit on the amount of data that can be held in each array location.

    Actions for the array could include...

    Detect Save - Detects if there's a saved game, useful so that you can ensure that any "Load Game" menu options you provide are hidden until there's actually a saved game.

    Write to Save Array - Self-explanitory.

    Read from Save Array - Again, self-explanitory.

    Clear Save Array - Reset the Save Array. Once cleared, the Detect Save would register no saved data.

    Anyone else think this is good? Ashley, could it be done? If it could be done, would it be something you'd consider doing?

  • I really can't envisage my project running anywhere NEAR that. That's really good to know.

    Thank you for your help!!