In my theory, you can do that with this flow:
1 - Draw on Canvas.
2 - Take Snapshot.
3 - Use AJAX to convert to BinaryData.
4 - Save snapshot from BinaryData to Local Storage.
5 - On load on next level, load the sprite from storage and paste into DrawingCanvas.
You can refer from the answer of Ashley.
construct.net/en/forum/construct-3/how-do-i-8/save-snapshot-image-taken-142353
There you go:
Hello everyone,
I used System > Save to save my game.
I wonder that if we could delete those save by any action like we have in Local Storage.
Many Thanks!
This is what I did:
affectionate-thompson-08e6a4.netlify.app
Yes, you can.
The sprite A after pasted will look like a mask cover all sprites below.
You only interact with the canvas by erasing it.
Simplest way:
- Have 2 variables enemyInWave and enemyTotal.
- If enemyInWave < enemyTotal, keep creating enemies.
- Else:
+ Set enemyInWave to 0
+ Add 1-2 enemies into enemyTotal.
+ Add 1 to Wave.
You can use a variable for gun state.
State = 0 => on key Z pressed
State = 1 => on key Z down
...etc.
Do you add them into a family?
If yes, the formula for percentage will be:
Apple.Count/familyFruit.Count*100
And keep going.
Add all of them into 3 frames of 1 Sprite, then on create set animation frame is random(3).
Develop games in your browser. Powerful, performant & highly capable.
You set text for word here:
trim(Dictionary.At(round(random(0,999))))
Add trim to remove blank.
You can try to paste sprite A on Canvas above sprite B.
Then when you draw on Canvas, you need to choose the Destination Out for Canvas.
This is apart of my level design to review it:
gallant-wright-a18c59.netlify.app
And the Dictionary JSON, you can get the TileJSON by many ways, set it in a text input then copy it to your JSON:
You can create by yourself with Tilemap then save TileJSON in a JSON file.
Then you can load randomly.
You only need to compare text when user presses enter:
Good game!
I noticed a bug that game can get stuck after you put the 5th ball on top.