NoSoul8's Forum Posts

  • Link - unrealengine.com/en-US/blog/announcing-the-epic-games-store

    TL;DR: Another "Steam killer", but boasting that "Developers receive 88% of revenue".

    Main point:

    All Engines Are Welcome

    The Epic Games store is open to games built with any engine, and the first releases span Unreal, Unity and internal engines.

    The news are super fresh, i do really hope that Ashley and Construct 3 will reach out to Epic games to discuss what needs to be discussed.

  • Posted a link to IndieDB voting page:

    Vote for Cold Shell for indie game of the year!

  • Updated video trailer in first post

  • if you import .mp3 sound it sometimes won't play - have to convert it to .wav first

  • That's a forum - give people some time to notice your post :)

  • Made a video trailer for Cold Shell. Maybe i should update forum thread on my game. What do you guys think?

    Subscribe to Construct videos now
  • Total control over saves (with dictionaries, arrays and LS) is way too manual.

    Build-in save/load functionality saves lots of development time.

  • Delete save slot functionality can be technically tricky to implement on some platforms, i guess.

    But there is no harm trying to ask for that, :)

  • +3 to this. Workarounds are good, but a direct way to delete a save slot is a must.

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  • I've added +3 to this.

    I suggest you create a new thread in general discussion with a link to the idea and this thread.

    It will let more people see it.

  • "I can't save the current state to slot one, cause I need to refresh it as new."

    You can just save and it will automatically overwrite existing data. I do it all the time.

    Such an essential thing to have actions like "Create new and empty slot" and "Clean slot" and "Delete slot".

    When you save game state it automatically creates a slot for this save. Clean and Delete is basically the same. Yes, it's missing. Overwrite it.

    this threads from 4 YEARS AGO

    I guess there is a reason for "delete slot" action to be missing. Anyways people use workarounds, like it or not. And release their games any platform imaginable.

  • a save slot is created when you first save. Save to slot "mysave1" creates slot mysave1.

    I never bother with resetting local storage - just overwrite it when save a game state.

    Everything is saved to quick save slot. I use LS only to save key values like player name. It is already saved in slot, LS stores those values again.

  • Still have no idea how to do what I want, after reading your tutorial on savegames and another in how to use LocalStorage. It sounds not possible to have a decent slots system :/ I'm happy with the rest of the engine tho; thank you very much, be blessed, and sorry if I was rude. Try to include that in the plans for next versions, please.

    I'll try to do smth i do close to never - share my code.

    I have 3 sprites for load game (saveload1,2,3) and 3 more to start a new game(newsave1,2,3).

    And a global variable "SaveSlot" to determine which slot is used.

    Player can either load from a slot 1,2,3 or start a new game in one of them.

    Function call "startnewgame" does whatever you game does at normal start.

    You can do it without localstorage, but it will be a blind pick. I use local storage to save key progress variables (e.g.: playername, hp, money) like hp1, hp2, hp3. Load LS at game start to variables/dictionary/array and use it to text objects at corresponding save slots to mark them.

    Btw construct offers extremely easy and fast save/load system (apart from the ability to delete save slot's content). So it's decent enough for me.

  • If you ask my subjective opinion (and i can't see why you should care about my opinion at all) there MUST be an option to clear save slot's data.

    There is a portion of people (like me for example) who has that perfectionism attitude. Like if i don't use a save slot - it must be sterile clean. Or if i accidentally used wrong slot i would wish to clear it.

    I've searched the forums some time ago and Ashley never commented on that issue. My only guess is that there are some weird and/or complex technical limitations on at least some export platforms.

    , to determine which slot to save to, i use a separate global variable. It works ok.

  • Yeah, there is no "delete save slot" action (nobody knows why).

    Workaround is, as mentioned above, start a new game in existing slot and overwrite it.