OneManHorde's Forum Posts

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  • Hi,

    Here is what happens:

    1) I export my build with the WebView2 wrapper.

    2) I upload & publish my game on Steam.

    3) When I launch the game in Steam, it launches but then freezes.

    But this only happens at the first launch.

    Why is this happening and how can I fix this?

    Thank you.

  • I tested it, and yes. That was the problem. I can delete my post, but maybe it will help some other poor fella like me in the future.

  • Hi C3 people,

    I do have a problem with the compressor effect. Since my game is an RTS/tower defense, many units attack at the same time. Mostly, the compressor works just fine. But sometimes, it distorts the SFX sounds, like scratch noises on vinyl.

    1) I use the compressor effect with the default settings at the start of the "battle" layout.

    2) The battle ends, and the layout changes to "main."

    3) The player engages in another battle; the layout starts again, and the compressor is applied one more time.

    Do compressors stack? Should I add "remove all effects" to the end of the layout?

    And one more thing, any advice on compressor parameters? Can this be improved for an RTS with many units (300 to 700 on average)?

    Thanks in advance, and have a good day, my friends.

    Tagged:

  • I already started working on additional language support. Thanks for pointing that out for me, igortyhon.

  • Thank you for your feedback, igortyhon.

    You are absolutely right about localization. My initial plan was to launch the game only in English, gain some traction, and settle with a localization company. I will definitely consider your advice about using AI now and start making preparations for alternate languages in the code.

    I have zero knowledge of Linux, and I don't have any Linux user friends. So there is no way for me to test if it works or not. Exporting and uploading to Steam doesn't seem like a major deal at first glance. I can try that, but I am afraid it would look unprofessional if someone tries the game in Linux and it does not work.

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  • After 10 months of work, finally the Marshals of Yore DEMO is live!

    I want to thank the Construct 3 team again for creating such a wonderful tool. People on the forum were super helpful; dop2000 especially helped me a lot.

    Here is the link:

    store.steampowered.com/app/3868490/Marshals_of_Yore

    Thank you all.

  • I fixed this. THANK YOU!

    Time was not the problem here, I think. Since game load happens in the 1st layout, and it stays on screen more than 3 seconds.

    This was the problem, it seems:

    This works:

  • Thank you, igortyhon.

    The simple answer to your question is I don't know how to use JSON. That's why every dictionary key is saved separately to local storage. It works, but it is not elegant or optimized.

    I would prefer a simpler and better approach, as you advised. I tried this, but it's not working. Obviously I am doing something wrong here.

  • Hi again,

    I use a dictionary & local storage for saving game progress. I am not sure if everything works as they are intended to work.

    Scenario A: My main PC

    I delete the contents of the leveldb folder to test the Steam Cloud. When I relaunch my game from Steam, Steam Cloud syncs, and the contents are back. As they are supposed to be. Marshals are unlocked with stage progression at 107.

    Scenario B: My old PC

    I switch to my old PC. I start Steam and launch my game. Cloud syncs, but the game progression is different. Most Marshals are locked, with stage progression at 02. I only completed one stage on this computer.

    So my question is, isn't Steam Cloud supposed to be global? Like, when I switch to my old PC, the newer save file from the main PC should override the old save file?

    Or is this normal? If it's not normal, how can I fix this?

    PS: I export my game as WebView2.

  • Fixed it. I switched to functions as you advised. Thank you!

  • Hi again, fellow Construct people. I have an annoying volume slider problem.

    I am trying to use tags for sounds and volume. Let me simulate:

    1) I spawn a giant, and allied_giant_on_field starts playing with the "sfx" tag.

    2) I open my menu and lower sfx volume, it works while I decrease slider value.

    3) When I close the menu and summon another giant, it plays the sound, even with the SFX slider at zero.

  • This is the mirroring part. "mirror_fragments_clock" is basically an analog watch. So every time the clock hits, I check if the sprite is moving left or right. So the problem was, when an enemy unit was created on the right side of the screen, the mirror code checked for the unit's pathfinding angle. Since all objects were created with 0 degrees, they were facing right for a moment, even though they were moving left. I solved it as I said, but that was the root of the problem.