superkew's Forum Posts

  • I'm using about 7, but I think I will increase it.

  • Using WebStorage

    The WebStorage object uses a very simple storage model: values are stored under named keys, similar to how the Dictionary object works. For example, the value 100 could be stored for the key score with the action Set local value "score" to 100. Similarly the value John can be stored for the key name. Then the expression WebStorage.LocalValue("score") returns "100" (as a string) and WebStorage.LocalValue("name") returns "John", and these values persist between sessions. (If session storage was used instead, the values would only last as long as the browser session.)

    Note WebStorage only stores strings. If you set a key to a number like 100, when you retrieve it back it will be a string. To convert it back, use the system expression int, e.g. int(WebStorage.LocalValue("score")).

    scirra.com/manual/120/webstorage/page-1

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  • Thanks guys. I must be blind.

    231 events and counting.

  • Hey

    Out of interest I want to know my total number of events, variables, and layouts. Is there an easy way to view this?

  • For what platform. Browsers usually prevent you from reading and writing to the file system.

  • You could use a variable to decide if the counter must decrease. And then set this variable on collision, but a apply a wait before the countdown applies.

    Eg. ball hits yellow, set variable - wait 0.1 second, then decrease the timer.

    I don't know if I explained very well?

  • +1. Will you post a reply if you found a result?

  • I added the local storage object and tested it out with cocoonJS. Works perfectly.

  • I'm a firm believer of paying for something that is worth the money.

    Construct 2 is definitely worth the money, and if you have surpassed the free edition benefits, and you still need more, you should make a plan to pay for the game.

    Scirra needs to make money somehow.

  • Ash, will give it a try. Thanks.

  • I posted some more results on the Ludei forum. Here it is for those interested. The only 3rd party plugin that I use is "Function"

    On the iOS devices the game will crash, at random times. There is no error reported on the console, and I am not sure if there is a way to catch error logs. Also the sound doesn't work 100%. Also on one of the iPhones, not all of the images render.

    On my android device there are no crashes, the sounds works less - but I think you know about this issue.

    Is there any way I can help in resolving these issues? If needed I can export a partial version of the project, but only if it will help.

    So by using the same construct export file, and the same launcher these are the issues:

    Samsung Galaxy S3 (ICS): Sound issues, no crashing.

    iPad 2: Better sound, random crashing.

    iPhone 4s: Better sound, random crashing.

    iPhone 4: Better sound, almost no images (sprites) load. Haven't experienced crashing yet.

    Sony Experia X10: Will test later and update.

  • Hey guys

    I have tried to see if there are any examples, or samples, or documentation about the cocoonjs and local storage. But to no avail.

    If I go look at the feature list all that they have is the following for localStorage:

    Standard functions

    • clear
    • getItem
    • key
    • removeItem
    • setItem

    Standard properties

    • length

    wiki.ludei.com/cocoonjs:featurelist

    I am unsure if this is going to remain on the device after the game has closed, or if anyone has another or better way to save device specific game data?

    Knowing the guys at Ludei and Scirra, this could be in development for the next build.

  • ludei

    Is there some sort of logging in the app? I don't get an error message, the app just exits. If I can open the log, I will gladly send the results.

    The only two things I can think of that might cause the crash are the audio streams, I have code that changes the background music between layouts, but it doesn't work, the first track keeps playing.

    The other is that I have 3 objects with quite complex collision polygons.

    The sounds and music work much better on the iOS version, compared to the Android version.

    Oh, and on the website, the link to show how to load the zips onto the iOS app goes to nowhere - but I Googled to figure it out.

  • I followed the instructions and got the Launcher app working on my iPad. So now I have it running on android and iOS.

    It is amazing how good the performance is. I get over 100 frames/s on levels with up to 10 physics objects.

    There are still some bugs though:

    1. App seems to randomly crash on certain levels.

    2. Audio doesn't stop and start as it should.

  • Thanks felixsg!

    Could you provide me a link to the topic on their forum where I can follow the two issues? It would be a great help.