Biscotto's Recent Forum Activity

  • I've never looked for browser save files on my computer, but I'm sure by doing a simple search you can find the directory you're looking for depending on the browser you use.

    If you use Chrome the save files will probably be in a location similar to this:

    C:\Users\YourName\AppData\Local\Google\Chrome\User Data

    Probably someone with more experience than me will be able to tell you the exact file path for each browser.

  • https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/local-storage

    Local Storage works offline, since it stores data to the device itself. Different browsers use different storages, so data is not shared between different browsers on the same computer - each browser has its own unique storage. This is also separate to the browser cache, which is temporary storage to avoid needlessly re-downloading the same files over and over again. However the user can usually still choose to clear local storage data from their browser (with an option perhaps named something like "clear offline website data"). Non-browser export options like NW.js, Cordova or Windows Store apps are not affected by the user clearing any amount of data from any browser, they also use separate storage. Finally for security reasons browsers use separate storage per domain. For example all content on construct.net shares the same storage, but content on facebook.com uses a different storage and cannot access any data saved from construct.net.

    As described in the manual, each browser has its own default directory for saving data, so it is not Construct that decides where to save the data, but rather the browser currently used by the player.

  • Hi ,

    the download link you posted is not working.

    I created a simple example for you following the advice mikehive gave you.

    I created it very quickly, but I hope it can help you understand how to solve your problem. If you like to experiment and try other solutions, please create an example project and we will correct it together.^^

    https://www.filemail.com/d/omvzgpjbnsifzlj

  • Do you need to check if the sequence is correct at each click, or is the check done once at the end of the player's sequence selection?

    Anyway, reading your question, I had an idea that maybe could work, and it would avoid you to use a lot of control variables or whatever:

    When you create text isntances, do you do it using its correct order and just arrange them in random order inside the screen? If yes, you could take advantage of the UIDs or IIDs of the instances that will surely be generated in incremental order.

    So, for example, if the IID of the second instances clicked is not equal to the IID of the first instances clicked +1, then the selection sequence was not done correctly.

  • Thank you all for your responses and advice.

    I was able to solve it by following newt's advice.^^

  • Thank you so much for the example!

    Is there a specific reason why you recommended that I enable the "force own texture" option for this effect?

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  • Yeah, this is one of hurdles when doing gui in C3 as there's no simple way to do it.

    The standard method is to use blend modes with destination out giving a mask effect.

    You move the objects over the area and the mask cuts off the parts outside of it.

    Thank you for your response.

    I am just learning C3, so I have never used the effects and blend mode.

    Do you have any examples or guidance for recreating the effect you suggested?

  • I need to create an area (a simple transparent square of 150x150 pixels) inside my game screen where I can insert images that the player can scroll. Anything that exceeds the edges of the area must be cut off.

    To make you understand better what I'm talking about, I leave you a simple example of a CodePen (it's not an example of a real game, but the scrolling and cutting effect is what I would like to obtain): https://codepen.io/shadeed/pen/jOMrxYO

    Initially I thought of inserting a check inside the images, where I checked if the image was > or < of the upper and lower y points of the area. If the image was outside the area I set an opacity equal to 0 (so no longer visible and hidden).

    But this method created two problems:

    - The image didn't get a cut effect (i.e. it wasn't shown halfway when it was in a position halfway between an edge of the area)

    - I use the same object also for instances that are outside the area. If I make a control on the same object I risk that any instances present in the scene would be hidden if not inside the area

    Can anyone give me some advice on how to properly set up a scrolling area like this?

  • Perfect, thank you very much.

    I look forward to hearing from you! ^^

  • Draw your SpriteFont in high resolution and in white color. Then you can use the color tint and scale properties to get a range of colors and sizes from the same SpriteFont.

    Thanks for the suggestion.

    So I really think that the option to manage everything with a single SpriteFont object is the best solution from a performance point of view.

  • Sorry for posting this in a month old thread, but I have a question regarding the use of the MongoDB Realm SDK on Construct 3:

    If I am creating a game that I will export for both Web, Android, and iOS, should I always use the Web SDK? Or will I have issues after exporting du Android and iOS?

    Thanks.^^

  • Are you using different fonts, sizes, or just color variations?

    The sprite font is the same, but depending on the need I use different sizes and colors.

    Thanks for the advice GeoffB.

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Biscotto

Member since 11 Aug, 2021

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