Kenthria's Forum Posts

  • What do I do once I have gotten the Array.AsJSON back from the local storage?

    Do I set the array to it somehow? I'm not sure how I would change the array to make it the local storage again.

  • Please make this available again to download! I have a 75% made game but I lost the plugin needed to play/open my game!

  • scirra.com/manual/188/local-storage

    Write Array.AsJSON to a local storage key, which can then be loaded with the array load action.

    Apologies for the slow reply, I had a ransomware problem and had to reset my computer.

    Thanks for the help! I will give this a go immediately.

  • I have 12 slots, all use the integrated system-save/load feature in Construct. I also have an array that is storing all the data about each slot.

    I believe I need to externally store the array and load it in every time a save is loaded- otherwise it will load a previous array state. I know arrays have a download function, but I cannot use that as it actively asks where to be downloaded to. (bad for game saves).

    The reason I use the system save/load is because my game has over 3000 tiles with instant variables packed into them, and i'm not sure anything else could store all that, especially so simply.

    All help is very much appreciatedd.

  • Kenthria

    This plugin does not support multiple line height (paragraphing ), sorry.

    That's fine, thank you anyway .

  • Kenthria

    It won't add "paragraphing", actually I don't know how "paragraphing " will look like. BTW, it is not CSS style.

    Paragraphing divides up sections of text. It's a form of formatting to make chunks of text more readable and better presented.

  • Would paragraphing be added sometime?

    I'm wanting to create a mission list and as each part could be one or 3 lines long, I want to add into a text object the block of text with <p> ... </p> to paragraph them.

    Thanks!

  • No longer working, creates a lot of errors. Warning about the demo link- it leads to some web hosting site now.

  • Kenthria 5000 objects on screen still being too much I think. Not every PC configuration will do the 60 fps that you have.

    Not all but my PC is far from great. Below average- graphics card with a broken fan, 4gig RAM ( i use a lot of apps and stuff in Chrome when testing too ).

    Thankfully too- anything above 30fps is fine for the type of game it is, but I'm fighting to not let it close. No physics, no pathfinding, just tiles that are mostly idle- until interacted with.

  • I originally didnt think that would be the issue though as I thought that would come under draw count

  • See where it says 5454?

    Yeh it turns out the object count was slightly too high. I reduced it to 5000 and it runs at 60fps

  • I am so stuck.

    My game was running at 60fps early yesterday. I edited a lot of things that I forgot to keep proper track of. When I saw fps was at 27%, I clawed through the code looking for anything triggering often. Found 2 things with a 10% count and squashed them- fps rose to 42%.

    But it seems that despite extremely low draw calls and code being actively used, the fps has dived because of the engine.

    What does that even mean? How can I reduce the engine costs?

    Thanks.

  • Thanks for the advice guys Some very interesting ideas to have a go with. Players can zoom right out and see the whole map though (especially useful for the map editor) but I will have a go.

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  • Hm I'm not sure if it works anymore. Zipped the contents of exported HTML5 game version. They spent quite a while unpacking then just kept saying - preparing upload for hours. I've tried several times.

  • Im doing isometrics and ive got most of the game coded but I wanted a larger world. Gamers love big worlds even if they add no gameplay value

    Tilemap is terrible for iso though