TinyCrocodile's Forum Posts

  • treeman87 aw that sucks, good luck, I hope you did not loose to much data!

  • Do you remember where you saved your c3p working file while working in the editor? There are 3 way of saving: saving it on your machine as a local file (then it might be in the download folder), saving it to a cloud service (e.g. google drive) or saving it to the browser data (I don't have experience with that).

    In the settings you can see and adjust were a project is saved to, but you might have been working with a different setting back then, when you say it has been a while ago.

  • I am developing a webgame for a customer who just reported to me that their music loop has a very audible gap, but only on Safari. I did not notice any gap before, since I am developing on a Windows PC and can only test in Firefox and Chrome. They sent me a video clip in which the gap is very noticeable, making listening to a short music loop very annoying.

    Is there anything I can do? I know that gaps can come from mp3 files, but the original file was a wav file, and its converted by Construct into webm anyways.

    Its not the only issue they have with the music, in some cases, the music is not starting, or stops looping - and again, all on Safari, not happening on my devices in Firefox or Chrome.

    Tagged:

  • thanks!

  • Thank you, ppstudiomty - is there a place where I can read about Scirra's support of plugins? It it in the release notes?

  • Initialising ProUI stops the game (maybe crashes?) since the new C3 version!

    Today, the latest stable version came out: construct.net/en/animation-software/releases/stable/r397

    When I worked on my game, I noticed that something went wrong, the main menu's code was not executed as it was before although I did not touch it. I quickly found out that the ProUI Initialise function is the problem. When I deactivate it, the rest of the code is executed. When its active, it gets stuck there and is not going to the next line of code.

    The same project runs fine in the last stable build: construct.net/en/make-games/releases/stable/r388-2

    so something must have gone wrong in the communication of this plugin and the latest stable build.

  • I mean I could make it as a default that the button is not shown when the locally saved date is not found.

    But now, when the player changes the browser, they will see the button, because the locally saved data is found. It is indeed unlikely they do so, but I have seen players do the weirdest and most unexpected stuff. If that happens, I still can start a new game, but have the hidden button as a default for the first playing experience.

  • Then I guess I could use that mechanic, but start a new game in case the loading fails.

    I wonder why the feature does not exist, I can't be the first one to need it?!

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  • I had the same idea, but I think that will not work if the player changes the browser, will it?

    As far as I know, the savegames of webgames are linked to the browser, but the local storage data is saved on the device, independend of the browser. Or is it also connected to the browser?

  • In my game I have the option to continue playing. This is provided with a button in the main menu.

    I don't see any option to check if a savegame actually exists however. Is this possible? I use "saveGameToSlot" und "loadGameFromSlot" to save the game. Is there anything that I can use to check for a savegame?

    A workaround could be that I start a new game if the loading fails, but I rather not display the continue button at all if the game was not saved before.

  • I ran into some problems while making a webgame (no multiplayer, just runs in the browser). It looks like some things do not run smooth as soon as the web connection goes below a certain threshold.

    For example, it seems to continue loading, even after the loading screen has finished. Or at some point, the game just gets stuck when a tester is using it on their phone in a bad wifi, which I can not reproduce on my working machine with good wifi. I don't think its a performance issue of the phone, because a bad phone with good wifi has no problems, while a good phone with bad wifi does.

    My plans are now to throttle my own connection to see at which point the game breaks. But in order to solve the issue and to give advice on the minimum internet connection requirements, I'd like to know more about how a webgame works.

    I assumed it would download all data and then run it relatively undisturbed by the further connection. Is this true? Because it seems as if its communicating with the webpage even after the initial download. Otherwise I would not have problems only in bad wifi?!

    You see I am stumbling in the dark and would appreciate an answer on how it works in the background and an idea on why bad wifi has an influence although the content of the game should apparently be downloaded to the device.

    ---

    Edit: I think I might be on the issue's tracks. With the offline option, the documentation says: "If you're online and you load the project, the browser loads from disk instantly as before. However, as the project is running, it checks for an update in the background. If you've uploaded a new version, the browser downloads it and saves it to disk. Then, next time you load the project (including refreshing the page), the browser loads the new version. Until then, the user keeps using the old version."

    I think that might have been what happened. That the game started on the old data, but then, while already running, downloaded additional data and was not fast enough with the download to display it. Just a theory at the moment though.

  • I will try that, thanks!

  • I would like to tell an animation that is currently running to stop AND run until its finished.

    I have a talk animation that is played as long as the according speech file is playing. Once the speech file stops, the animation stops as well. I use the "stop animation" command for that.

    It stops the animation, but then stays on the current frame, which looks weird when it hits a frame in which the character has their mouth open. I can do a "hard reset" by setting the animation frame to 0, where the mouth is closed, but that looks jarring, since the animation is not arriving smoothly there.

    There is a "repeat to" setting in the animation, but I guess that is not used when the animation is stopped with "stop animation".

    Is there any way to stop the animation in a smooth way, maybe by disabling the "loop" property in the code? If that is possible, I haven't found the command.

  • I am running into trouble loading the content in my game. The zip file is ~72 MB (mostly due to voice recording files). Of course it takes quite some time to load for the first time which alone would be ok.

    My problems start when loading does not seem to be over after the loading screen. I am currently staying in a hotel with really crappy hotel wifi.

    I was under the assumption that as soon as the loading bar was full (we are using the built-in loading screen), the game would have all it needs ready to go. This does not seem to be the case. After the loading screen, the screen stays black and it takes some time until the first layout is displayed.

    Text, which I load from json files, is displayed with a delay, and are sometimes only loaded in time after I refreshed the page 3 times, causing the game to load again and again. Voice files start playing with a delay too.

    It seems as if the game's overall performance is worse when the internet connection is bad. Is this assumption correct?

    Why isn't all content loaded after the loading screen is over? Shouldn't the loading screen be the safeguard against that? Or am I missing something and the issue lies somewhere else?

    I tested with my phone as well as with my laptop, both in the same bad connection. There is no noticeable difference. With my pc at home, which has a stable and fast internet connection, I don't encounter these problems.

    Any idea what I can do?

  • Thank you for your offer to check my project, DiegoM, but as this is contract work I do for someone else, I am afraid I can't share it. I managed to work without timeline audio for now, but will look into fedca 's recommendation for next time (thank you for that!)

    What I implemented is a function that checks if sounds should be muted before playing the sounds. So instead of sound being muted in my game, it is actually not even played (see screenshot). I thought that might me more watertight, but I guess working with the tags makes way more sense!