thisisdemo's Forum Posts

  • I had to take out the load save feature and just make all the objects persist(which probably should have done in the beginning) I wish i knew what the bug in my load/save was though

  • I have installed the Beta version of C3 and actually it has helped significantly. 1 in 60 times the load will fail, but still im trying to figure it out

  • The crash suggests that there is a problem loading the state of a tween or a timeline. So maybe it has to do with a save being done while a tween or a timeline is playing and then there is a problem restoring that state.

    That might explain why it doesn't happen consistently... I am just guessing though, so the conditions that cause the crash might be different.

    Thank you Diego. I know its hard to help with limited information, but even what you said has given me some things to look into. Such a strange one, because in the battle it would fail load back to the main game and bring me back into start the same battle. After a few tries(enemy health 0) it actually successfuly loads the orginal save state! It's a game breaker though because it means the player battles the same enemy 2-4 times.

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  • Can you share the project, and give steps to reproduce the problem?

    Without that it's very hard to figure these problems out.

    Hi Diego, i cant unfortunatley its a game i released on steam. The game goes into battle screen like in pokemon and then loads back to the main world screen. I may have to not use the inbuilt save load feature.

  • Hi, im not sure what a ready example is?

  • I feel i'm getting closer to seeing the problem. I have found the save is always fine. It is the load that is having trouble.

  • hi all,

    I save and load my game quite frequently. It seems like after a while (about 10 times save/loads) the load will fail.

    Please help.

    And the warnings

  • I always had trouble with the find path thing, but i think it was becasue of the way I was using the aceleration / deceleration

  • Yeh thats true I am learnign about all that now, BUT i did find a solution for myself. I am using FIRESTORE for the replays and REALTIME DATABASE for the leaderboard. Its working well at the moment

  • for some reason it wouldnt open

  • The array holds mainly character position X at every 0.05 seconds.

    The array is 4000 accross and 15 down.

    (so roughly holds gameplay for 3-4 minutes)

    Im uploading it to FIREBASE REALTIME DATABASE, but i can see that the arrays are large.

    They are working, but if i had more than 20 players per month, the data limit to downlaod the replay arrays would be way over.

    Is there anyone who knows an easy way to fix this? OR to record the player data and make it smaller?

  • Thanks for the reply! I tried playing a silent music on loop, but that didnt work. I will return here is the fake multiplayer or fake WebRTC connection works. Thanks for the help

  • Hello, I know this comes up a lot in the forum's, but it also gets shut down a lot because it is a complicated topic apparently. I am using Photon multiplayer plugin with Construct 3. When the host is suspended the enemy de~sync and stops moving.I tried to let everyone arrange the movement of the enemy, but it has some issues. Can anyone point me in the right direction of how I should address this? Even if there is a hack to allow host tab to run in background. I know there is a simple solution out there for me. I just hope the right person can see this

  • Did you find out how?

  • the game already looks super interesting!