Toddler's Forum Posts

  • Cool Beans !

  • Does the Local Storage stores only strings ?

    It seems I can store numbers as well and I just want to make sure I can rest easy that it does store number as numbers and not doing some voodoo conversion in the background to string.

    Thanks.

  • Yeah, accidentally used a new JS feature which Chrome supports but Firefox doesn't yet. It's already fixed for the next beta.

    It is really depressing to hear this, Firefox was once the big game of the town.

    And now, Firefox doesn't play many of the webGL features and now this...

    If it is not for Firefox's ability to download videos, I would have stop using firefox completely by now.

  • can i use local storage for saving highscore ?

    YES you can, I am using it now and it functions PERFECTLY.

  • Ashley, looks like you messed up big time with this release ;p

    Now Local Storage doesn't even work.

    LOL

  • Alright, then use this SURE WILL WORK technique.

    Assign a tag to this sound you are playing.

    Before you play the sound, call the stop sound function to stop this tag, so that if it does play twice, only one will leave the speakers.

    You are welcome

  • Wow, you private messaged me to ask for my opinion, this is the first time I got this, ha ha ha

    Ready for the shocker ?

    Try to add "Trigger Once while True" somewhere in this code of yours, best if on the condition that calls the sound in the first place.

    You are welcome.

  • Oh I spoke too quickly, it seems if you make more than one request at the same time, the "itemvalue" will be overridden in all the wrong sequence depending on the latest retrieval UNLESS you use item get.

    I ended up still having to use on item get.

    It's ok, I think I understand why this will be an issue.

    It's alright.

    But kinda still a bug though, lol.

    So people, the correct sequence to using Local Storage is:

    Step 1:

    Check if Key Exist.

    Step 2:

    If Key doesn't exist triggers, do your shit.

    If Key DOES exist, call "get item" for that key.

    Step 3:

    Trigger happens from get item, retrieve it via itemvalue.

    Yes Webstorage does it all in one line but it seems those days are decidedly over now

    ======================================================================

    Old Method:

    New Method:

    ======================================================================

    I've finally bite the bullet and change it, for all of you still deciding, remember, the more you add to your game, the more it is going to be difficult to comb through and remove your webstorage, yes I know you probably group it properly but CAN YOU BE SURE ?

    Better fix it while your game is still small, or even if it is big, do you want to fix it when it is Bigger ?

  • THANK YOU for setting the ItemValue to the key value without "Get item" action.

    Local Storage is now a full replacement for WebStorage.

    Yes it is asynchronous but that is ok now because the *trigger within a trigger* nonsense is over.

    I can see the slow death of webstorage in Construct 2 now.

    People, please stop using Webstorage for all your future projects, Local Storage is ready for prime time

    Thank you ASHLEY.

  • Set Pixel Rounding to on.

    Problem Fixed

  • I am in the process of converting all my web storage codes into the new local storage system and is there a way to check if a key exist in the first place for local storage ?

  • How do you check if a key exist ?

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  • That's why !

    You got it

  • why not simply skip this update? it is afterall a beta version.. I just updated to r200 a couple weeks ago, I was on r187 since Nov because of jank issues. There's always the potential for some update that will break your code or force you to rework things a bit... it's par for the course.

    Because the saving mechanism is very *integrated* into the coding structure in my game, the idea that I will have to change this very basic of things later on through an ever increasing amount of lines really scares me.

    I rather wait for one more release, if really no hope for an improvement for this *new awesome* plugin, then I will go back in fix all the codes and accommodate this awesome bothersome local storage system that makes you wish for a time where improvements actually means improvement and wish the next construct 2 upgrade doesn't come with another awesome feature that requires you to do the following step before you can destroy an object:

    Destroying an Object in the next version of construct 2 the same way webstorage is changed in local storage.

    Step 1: Call *Is object ready to be destroyed*.

    Step 2: A Trigger is return later because parallel processing and all the awesome thing because F you that's why to let you know you can destroy the object now.

    Step 3: Now you are allowed to actually called an action called *Actually destroy the object for real now.*

    In later more awesome updates, every trigger in Construct 2 will require another trigger before it because F you that's why !

    And parallel processing and all that crap.

    Because Reasons !

    Yeah !

  • I am currently halting my game development to see if there will be any new *improvements* to the local storage plug-in like an internal option to make it behave like the old thing by having the local storage do the request and pause the program until a return value is returned, maybe if by the next update there is no more improvement to be made for the local plug-in, I might give up and messify my code with this new and improved plug-in that can do in many lines, what used to take one line of code.

    I am holding a stop sign to my project and crossing my fingers.