Chadori's Recent Forum Activity

  • Wishy - Save File is not connected to LocalStorage, Arrays or any plugins. I think I am starting to get your point. What you need is a boolean or variable that tells your game that if your game is updated and overwritten. Actually the event above will actually help and I will modify it below:

    -Make a global variable named "Has_SavedFile"- with number value of 0.

    -Make a global variable named "Version"- with number value of 0.

    -Make a LocalStorage Key named "Version"-

    -Make a LocalStorage Key named "Has_SavedFile"-

    *On start of layout

    ------> Local Storage.Check Item Exists ("Version")

    ------> Local Storage.Check Item Exists ("Has_SavedFile")

    *LocalStorage on Item Exists ("Has_SavedFile") or * LocalStorage on Item Set ("Has_SavedFile")

    ------> Set Global Variable "Has_SavedFile" to LocalStorage.ItemValue

    *LocalStorage on Item Exists ("Version") or * LocalStorage on Item Set ("Version")

    ------> Set Global Variable "Version" to LocalStorage.ItemValue

    \\*Let's say that the new game update version is "1". If the key "Version" is only available in the update, the key "Version" will be 0 in default**On Item get ("Version")

    *Start of Layout & *If Global Variable "Version" < 1

    \\*Detach the save file of connection with your game until it is overwritten by a new one.*\\

    ----------> Set LocalStorage Key "Has_SavedFile" to 0

    \\*Update the values*\ ---------> Set LocalStorage Key "Version" to 1

    *If Global Variable "Version" = 1 & On Save

    ----------->Set Local Storage Key "Has_SavedFile" to 1

    *If Global Variable = 1 & *Global Variable "Has_SavedFile" = 1

    ------------> Enable Load Button

    *If Global Variable is not equal to 1 & *Global Variable "Has_SavedFile" is not equal to 1

    ------------> Disable Load Button

    The trick here is to deactivate the load button if the game is updated and not yet overwritten by another saved state. Hope that finally helps.

    If my event above isn't clear then I can send you a .capx if you like.

  • glerikud - I am only self-taught, it was more comfortable for me that way.

  • Wishy - Correct me if I am wrong. From my understanding, you said that you have global objects + saved state. And that the global objects were saved in a saved state that was saved periodically. And Global objects are reset when app is closed. Therefore, everything is changed or reset when you re-run the app except if you re-load a saved state. So therefore, you need to overwrite or cut ties with a saved file you made when updated and since when you update an app it is needed to be closed for update so the global objects are reset.

    Aren't Global Objects cleared when app is closed and are only recovered when loaded by a saved state. So you need to cut ties or overwrite the saved file. Hope that helps.

  • grigrizljac - Sadly, HTML5 doesn't have enough permission to run on background while the application is closed.

  • Wishy - Sorry. I guess I misread. You can take over from here then.

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  • grigrizljac - This isn't possible according to Ashley here: https://www.scirra.com/forum/how-do-i-run-the-game-in-background-crosswalk_t122089 but I do know that in the Audio Plugin Properties, there is an option to play music in background.

  • Geforio - You don't need to read the GooglePlay instruction in adding GooglePlay Games in your games since C2 does the work for you. First, you need to know what compiler you are going to use in your game.

    If you use IntelXDK to compile your game then you are going to need Cranberry Plugin (Scirra Store: https://www.scirra.com/store/construct2-plugins/construct2-cordova-plugins-1662 or cranberrygame website http://cranberrygame.github.io/request_construct2_cordova_plugins/ which is a paid plugin.

    then read this to learn how to do the events:

    https://www.scirra.com/manual/175/google-play

    also read this guide for compiling:

    https://www.scirra.com/tutorials/4864/how-to-install-cranberrys-google-play-games-plugin

    You also need to download the build/compiler program:

    https://software.intel.com/en-us/intel-xdk

    But If you want to compile to Cocoon.IO then AndreasR 's tutorial will help you.

    https://www.scirra.com/tutorials/1010/google-play-games-leaderboard-achievements

    The Cloud Compiler website:

    http://cocoon.io/

  • When I was still 14 Visual Basic was my first programming language then after a year I found Construct 2. The knowledge you get from other programming languages makes construct 2 easier especially when visual basic is like an english programming language and almost similar to C2. But I noticed now in my college year that Construct 2 exposure doesn't help me in learning HTML+Javascript, C++ or anything for C2 is very simplified that it skips the other important fundamentals in programming. But the good thing about learning C2 is that your mathematical and logical thinking is improved in other Programming Languages, for example the variables and formula coordination like a+b+c, a<0, a=a*b+1 or sin()cos(). Mathematical and Logic are all the same for every programming language so this is a +1. And C2 also gives me the idea of "If", "Else", "Else If", "While", "For", "For Each", "Repeat" even better.

    But totally I believe that learning first a programming language makes your life even easier in C2 than it already is but learning C2 as a start in learning other programming languages is kind of ineffective except for the other things. But this is just my opinion.

  • imothep85 - If you are referring to making 3D games for VR in Construct 2, then it will not be possible. But if you are creating 2D games, for example for android. You do not need Scirra team to add any VR features since it is up to the user if he/she will buy a Samsung VR Gear and play your game with it. And your game will be automatically supported with any VR Gear because it is based on the screen not on the game program.

  • This is in fact possible via Local Storage. And you don't need to clear the cache, you can just detach the last save file or overwrite it if possible but you cannot delete the save file or clear the cache using html5.

    First in your game update project add the "LocalStorage" plugin and add the key named "Version".

    Then add this event.

    *On start of layout

    ------> Local Storage.Get key ("Version")

    \\*Let's say that the new game update version is "1". If the key "Version" is only available in the update, the key "Version" will be 0 in default**On Item get ("Version")

    *If LocalStorage.Item Value < 1

    ----------> (Detach the save file of connection with your game until it is overwritten by a new one. I don't know how you made your game so it is up to you.)

    ----------> LocalStorage.Clear

    ---------> LocalStorage.Set Item value to "1"

  • lucid - I want to use and learn the SCML plugin but I can't understand the conditions and actions. Do you have any detailed information for each action/condition. Thanks

  • I am not an expert on game engine development but I can tell that your suggestion might be hard to implement. Also the memory management, It might make issues. But this is only a thought of mine.

    But it will still be useful, +1.

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Chadori

Member since 10 Oct, 2014

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