mercy's Forum Posts

  • Wow! This is what we have been waiting for! Getting free of local-storage.

    Nope, my hands are full with creating graphics and basic game code. I plan however to hire C2/js programmer to do elaborate work, where needed. Then once the game is on the market making profits, release the in-house plugins as open-source.

  • So to be perfectly clear: If I export my Construct 2 game with node-webkit i can code-in node.js file-access routines to create a C:\GAME\SAVES directory with

    fs.mkdir(path, [mode], [callback])

    then save into this directory a file called savegame.dat with

    fs.writeFile(filename, data, [encoding], [callback])

    and all relevant functions like append, read, etc..

    So the EXE compiled with node-webkit has full access to the drive?

    If this is so I only need to find an installer that installs my Construct 2 game to the user given path: for example C:\Program Files\C2Arcadegame

    then file-access wise we are in the best situation.

  • So these functions are only for local storage then?

    fs.writeSync(fd, buffer, offset, length, position)#

    Synchronous version of fs.write(). Returns the number of bytes written.

    :(((

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  • Does this mean I can finally create a savegame.sav in for example C:\Games\Mygame\Save DiR and write data into it? Can I load the savegame back?

    So the absolutely gruesome javascript HDD-access restriction does no longer apply?

  • Plasma effects definitely! Just like they were created for Construct Classic:

    http://www.scirra.com/forum/plasma-school_topic43365.html

  • Looks beautiful! This should work nicely. Thank You!!

    By saving 50K text into Disk cache device,

    Firefox cache size increased from 38K to 63K. I think its quite good! Should be enough for save games.

  • I'm interested in game saves too. Is there some VC++ hack to circumvent the extremely annoying Javascript limitation not being able to simply write a save file?

  • Fantastic game! Can control two player characters at the same time: great idea! Graphics and mood is excellent. Gameplay is great. You should sell this and make money.

    Maybe give one character some limited possibility to vanquish foes.

  • Excellent! Thank You!!

  • You need to create code to keep that ship upright. Player should be able to fly the ship as a helicopter or a harrier fighter jet moves. Otherwise good idea and execution!

  • Hi, have you made money with this game? If yes, how?

  • I can now CTRL+Zoom the text typed into the parameters window entry field. Little awkward, but much better than having to stare at the default small fonts. Thank You!

  • + Finally runs without downloading anything from the web.

    + Uses its own datafile to load graphics and effects.

    + Fluid framerate.

    Just what we have been waiting for!

    Now the only thing remaining for beginning serious development is the enlargement of the parameters text input, for older people so we don't tire our eyes typing in the formulas currently displayed with a tiny font.

    Good work! Waiting for developments.

  • I checked out Construct 2 alternatives - wikipedia 2D/3D game engines list - tried and found that currently no one is doing it better. Construct 2 is - and here i wish to banish Javascript file-access restrictions from this Reality - the best if you do NOT wan't to waste time with coding the whole game in C++ and coding the toolset.

    Webstorage, local storage shall remain the only routes.

    The best solution is COMPLETE STATE STORAGE, saving the whole game application with its save states and everything. This might give the advantage to encrypt the saved data - making it harder to crack the game.

    Piracy seems to be battled best by frequent game updates and how Blizzard did it with Diablo, that large part of the game resides on their server - inaccessible - and the server is sending out only tiny parts of new data to the game client when the player enters a new dungeon or levels up, mission is progressed, loot is found, etc..

  • Complete save system idea for a good RPG:

    Quicksaves are accumulating: any time the player presses Quicksave, it is stored on disk on an external location like:

    C:\Documents\MyGames\Good_RPG\Savegame\quick_01.sav

    then at next Quicksave-hotkey press as quick_02.sav .. 20.

    The quick saved games are timestamped in the game maybe with a thumbnail of the current area where the player is and any one of them can be loaded back at any time.

    If a maximum of ~20 quicksaves are reached the oldest quicksave is getting overwritten: rotating save system.

    The player is also able to save game normally to a file

    C:\Documents\MyGames\Good_RPG\Savegame\game_01.sav ..02...game_20.sav , etc..

    The number of these savegames is unlimited.