KaMiZoTo's Forum Posts

  • valdarko I already have a saveroom. The music issue is solved thanx to the audio plugin options. So it works.

    But I'm still wondering how we can have game options with that 'save stat' system. If the player decided to change an option on the title screen menu, it will be overwritten by the load state. It seems to be a deadend.

    I have a webstorage classic savegame. But if I want to deal with 500 bonus and check their stat, I have to deal with 500 global variables. (Am I wrong?)

  • Ashley Thank you! That's what I was looking for. Is there a way to tell a Global variable not to be saved ?

  • It doesn't seem to work on my project because I load the savegame on a 'loading layout' and then go to the layout written in a global.

    Adding this stopall function on the loading layout eventsheet or the game eventsheet give the same result : music and sounds still playing.

  • mindfaQ Good idea. But no... it doesn't stop anything. :(

    I also don't understand something:

    1)I play and catch some bonus. Then I save.

    2) I close and relaunch the game. The music continues(not as expected) and the bonus are disappeared (as expected).

    3) I close again and relaunch : The music starts from the beginning and the bonus are back !!!!!!!!!! WHAT THE HELL ?

    It's like if my full save was deleted after 2 launches.

  • Well I save the game when the character overlap an object like a checkpoint. So I can't cut all the sounds; the player is still playing.

  • Hello everyone,

    I have a webstorage save system on my game to save the global variables. But now, I'm trying to use the load/save function in order to include a lot of collectable bonus that keep their stat without a global.

    Everything works pretty fine but I still have some issues that disturb me:

    -The played music is saved by that function. So when I load the samegame I have the music (and the sounds) that were playing at that time. It's like a quickload. I can't find a way to avoid that. Even a 'stop' music doesn't work.

    -Same with the post FX. I have global variables to check if it's fullscreen or not. But when I change the option on the main menu and load the game, he keeps the global as it was before (even if I load the webstorage data AFTER the Load function)

    So my question is : Is there a way to block some data (globals; sounds) during a SAVE function, like the objects with the 'NOSAVE' behavior.

    Thanx

  • Amazing 2D sketches! Goodluck with that very promising project!!! :)

  • corlenbelspar Thank you for your explaination. I will have a look to that method (not sure it will actually fit well with my game). But if I have any questions I will PM you. Thanx again ;)

    (Nice screens by the way!)

  • digitalsoapbox Nice! I'm really wondering how you use the canvas plugin to deal with so many objects. This is very interesting!!!!! (and by the way can rescue my game fps...)

    Need a tutorial !! ;)

  • I've just uploaded in my first post a link to a CAPX to show what I'm trying to do.

    This is probably a simple thing to deal with but I don't get it on my own! ^^'

  • mindfaQ Thank you for your answer.

    But my objects are not created by code. They're already on my level design, on the layout in the editor.

    They're just trigger boxes.

    If I understand your proposals, it's only for created objects during the game.

    Or peharps I misunderstand.

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  • Hello everyone,

    I will try to be clear because I don' know how to explain my issue.^^

    What I'm aiming to is, on Start of layout, to set the position of my Player on a specific instance object. They're several instances of that object on my layout but I can't figure out how to get the coordonnates of the one I want!

    I tried to pick with a instance variable or the UID but nothing works. I read a lot of post about 'selecting a instance' but I think I don't get it....

    And I would like to avoid creating a specific object for each position :(

    If you have any advices in the way to do this, I would be very grateful!

    CAPX example of my issue:

    Capx

  • Nice job MelVin!!!!

    There's just 2 things that disturb me :

    -The hero never blink his eyes. Try to add in the idle and walk anim some blinks if you can(every 2 or 3 sec for example). It will help to give him more 'life'.

    -The "bonus" sound is much more too present. You can hear it when you jump on the head of an enemy, when you jump on blocks or machines, or when you hit a bonus block. Well each time you gain score I presume. That sound finally become quite annoying to me.

    You should adapt the sounds with the 'actions' of the hero and not with the bonus score. So when you jump on the head of an enemy, the sound should be related to that enemy (or the enemis in general). When you jump on the machine, I expect a sound related to that heavy metal box....etc.

    Just keep the bonus sound when you hit....a bonus! :)

    (the score info texts are sufficient to show the player he's gaining points)

    I don't know if the sound part is quite finished but if it is the case, you should add a lot more ! (walk sound, jump sound, water sound, flying sound, dash sound...Etc). It's very important to add consistancy to a world.

    Of course that's just my opinion. ^^

    The spinning animation is much better than the first version. And the music is very good.

    Anyway keep up the very good work and good luck with steam!!!

  • Since r147, I've got that error too when my game load a layout. (and I use several webGL fx)

  • Congratz!