WixeyWinsock's Forum Posts

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  • Many thanks, lionz.

  • Hi,

    I'm working on a game where the main character is able to transform into different animals forms. I'm using a boolean to detect their current form and was trying to set up a timer so that if they go underwater when not in the 'fish' form they drown, but it only works when they first enter the water. If they transform into the fish form and back again while underwater the timer doesn't restart. How do I fix this?

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  • I just tried exporting a demo version of the game I'm working on to Windows wrapper and am able to access the same data, even though the demo has far fewer events, so it looks as though the Webview2 needs clearing but I'm not sure how to do this.

    I've found a bunch of "WebView2Loader.dll" files associated with the game files; is it okay to delete these?

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  • Hi oosyrag,

    I have, but it doesn't make any difference. The saved data's still accessible.

  • Hi,

    When checking my game in debug mode in multiple browsers Localstorage is empty and no existing save data is there, but once I've exported the game to Windows wrapper format I'm able to load an older save file even when no "continue" option is displayed. I've tried clearing the cache but the old data is still there. Is there another way to clear any existing data in this format?

  • Thanks so much, it's working now. :) This had been driving me crazy for days.

  • Hi AllanR, thanks for the advice. I've tried this but am now getting the opposite problem - the continue text appears even when there's no saved data as the global variable is always "1" when I first start up the game, even after cleaning the browser cache. Am I missing something?

  • Hi, the event sheet's already linked. I added a couple of other things to the event sheet but don't think they're causing the issue.

    The idea was if "N" (start new game) is pressed and there's no saved data it goes to the intro. If "N" is pressed and there's data a window asking if you want to clear saved data pops up. If "Y" is pressed then it clears the data and goes to the intro. If "C" is pressed it loads saved data, and it does this even though the continue text won't display.

    I checked debug mode and the "GameSaved" global variable is always "0" even when there's saved data when the game starts, but if I save during the game it changes to "1" and the continue text displays normally when I return to the title screen.

  • Hi,

    I fixed the visible/invisible error. I forgot to mention I have a 'on key pressed load game". Loading works so it's definitely saving. The issue is getting the continue text to appear. As I mentioned in the previous post, the text appears if I save and then return to the title screen but it never appears on the first load. The game can still be loaded even though the text is invisible.

  • Hi,

    Sorry but I'm a bit confused. The events are the same as the ones posted above only I switched the local storage in "on get" to the global variable. The continue text displays if I save and then exit the game and return to the title screen, but not when I first load the game.

    I've got a setup where the game saves when a key is pressed, and on save complete the local storage key is set and the global variable is set to "1", but it's always "0" when I first load so the text won't display.

  • Hi lionz,

    I've tried this and the text still isn't displaying.

  • Hi,

    The title screen for my game has both a "Continue" and "New Game" options. I'm using the following setup, which I'm sure needs a lot of adjustment. Data loads correctly but the "Continue" text never appears, even when saved data exists. How do I fix this?

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  • Hi,

    I'm using an array to display the trophy images using Array.At. Every time a trophy condition is met there's a "push back (value) on X axis" action to display the corresponding trophy image. I'm trying to work out how to stop the "locked" image displaying once all the trophy conditions have been met.