Tomycase's Forum Posts

  • From what I see in the video you sent, no information about the saved datas are displayed on the load save screen, in that case only one array is necessary, but it would take too long to explain again, so I'll prepare an example capx when I'm home, I'll also make an example with a load screen that displays the saved datas in case of (this one needs more than one array)

  • I'm not sure of why you want to use multiple arrays, is that to display the datas of each saves on a menu screen? Like health, level, weapons, etc

  • Hi, you don't need NWjs to make multiple local storage saveslots, unless you want to create files that the player can manipulate afterward;

    Once you put everything you need in your array, use Local storage plugin to set an item with array.asJson as its content, and its slot name, that way you can save item "save1", item "save2" etc, a method is to use a variable to choose with slot is selected;

    To load it, you need to do the local storage correct action order : Get item "(insert slot name)", on item get, set array from Json with localstorage.ItemValue ~

  • No problem! Good luck with your game

  • Personaly I wouldn't recommant overlay method for little stuff like this, that means you have your sprite + overlay sprite and need to set the blend and avoid other element blending in the overlay sprite when you can achieve the same result with a single tiled background

  • Hi, you can use a tiled background instead of a sprite, tiled background draws the texture infinitly instead of stretching it, it is very useful for stuff like this, just be sure to set correctly the hotspot depending of the direction you want to extend your image

  • Thanks for the advices!

    I finally got to test the W10 scaling on HD screen to see if that was the cause, it was at 125% (the recommended for this screen), but now I understand why there is black borders :

    I made a test on another computer with W10 and the same size as mine (1366x768), but the game windows was smaller by 2 pixels and so the letterbox scaled it down, I think this is what also happen on the HD screen, the game should be fitting the windows but since the size is wrong by -2 pixels, it scales down and so creates the black borders, this isn't a problem of windows being larger but smaller;

    For the moment I'll go with resizable windows until V0.48 release, hoping it will fix it

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  • Don't use "Wait" action for this, give your object the timer behavior instead, on clicked, set to 0 and start timer "Cooldown" for 1 sec, then on timer "Cooldown", set to 1

  • The solution would be to start to play all the songs at once with tags, and only the music you need at volume 0db and the others musics at -60db;

    When changing zone, fade out the volume of the current music and at the same time fade in the volume of the new music

    I know about that, that was just that "rights" question that intrigued me, thanks for clarifying it

    I will restate though, you do not own your own game, what you make in C3 is not yours if you do not continue paying, this is what really turned me off of C3 or tbh I would be using it right now.

    I didn't know about that, is this really a thing?

  • I removed it after the first test you made, since you specified it wouldn't work as an arg anyway;

    However I was using single process not for recording matters but more to avoid confusion with players with the multiple processes, some people who checked the task manager when testing my projects were mistrusful to see a game with 7 processes, I guess it's not very common in the video game domain

  • That's why I asked if you needed anything else, I'll link a capx next time for sure;

    I won't have access to the other computer before one or two days, I'll come back to you at this moment to see if W10 scaling is for something in that bug;

    Also about single-process, when you say "it doesn't help with screen recording software detection", do you mean it makes it worse? Or it just doesn't make any difference?

    (I'm not experimented enough to implement --disable-crash-handler so I probably wont touch it)

  • Tested with V0.47.3 SDK after removing single process, with resizable enabled then disabled, it didn't fix it for me, I'll wait for the V0.48 to see if it improves anything, thanks for your time!

    Also yes Fib it reduces the number of process in the task manager to one + two crash handling processes (if I get it right), but apparently it is buggy so I'll avoid it for now;

    I've been using it so far because people were often confused as why a game would run up to 6/7 processes at once