Ginger Cat Studios's Recent Forum Activity

  • Hi. I have an example that I posted a long time ago that gives out random skills when leveling up. It's not perfect, maybe it will be useful. And not the forum already had similar discussions.

    https://kibaga.org/c3-example/file_uploads/index.php?file_name=../Random-Skill-Spawn-Choice.c3p

    Thank you very much, this is a good basis for me to study.

  • Based on the Vampire Survivors upgrade system, when the player levels up, he would like 3 items to appear to choose from a larger number of items, and as the same item is chosen several times, it reaches the maximum level and stops appearing.

    What is the ideal way to do this, and is there an example to follow?

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  • I looked in the Construct manual and the post I found was from... 11 years... ago and didn't help me much.

    So I wanted to know what the expression "newline" should do, my first game I used another way to break the line, but looking at the game examples I noticed this expression, and as ironic as it may seem, even in the example it doesn't work.

    Is this something "legacy"? or is there a correct way to use newline.

    Example taken from construct tutorial ""wizard and goblins game"":

    This post is not exactly a "help-me", but I would like to know more about this expression, if anyone has any idea why it doesn't work or how to use it, I would like to know.

    Have a good day!

  • Hello,

    I would like my game to be saved in the Steam cloud, but for that I need to know where it is being saved.

    I'm not using array or localstorage, but rather the system for saving the game's current state. In which folder or files is it saved?

    thanks.

    Tagged:

  • Hello everyone, I would like to share my game created in Construct 3

    Brief Description: The King Cat Clicker is an IDLE game where you click to earn coins and use the accumulated money to purchase upgrades that will help you earn more coins easily.

    You can download and play the Demo right now on Steam: https://store.steampowered.com/app/3121620/The_King_Cat_Clicker/

    I'd love to hear your opinion :)

  • Congratulations!!

  • The King Cat Clicker

  • I'm using NW.JS to export my game to Steam, I believe it's the best format for Steam, right?

    My question is if there is any way to close NW.JS when the player clicks to exit the game, as it continues to run in the background. I know that if you click on the NW.JS icon you will see the option to uncheck it to continue running in the background, but I wanted the player to not have to do this. Is there any way or setting in Construct or Steam so that NW.JS does not continue to run after closing the game?

  • 1gb isn't too bad, one way to reassure yourself is steam stats, which says most people have 16gb of ram, really small amount of folks with less than 2gb or 4gb.

    https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

    Judging from your game, you have lots of images for customisation. If all the images, let's say the cats fur, is all in 1 sprite, then there's not much you can do to lower RAM usage, as once 1 sprite is loaded, it loads all of its animations into memory.

    But if each customisable sprite is a separate sprite, then you can use the System > Memory actions to unload sprite images when not in use.

    I would also like to thank you for the suggestion to unload memory, I will research how it works, thank you.

  • 1gb isn't too bad, one way to reassure yourself is steam stats, which says most people have 16gb of ram, really small amount of folks with less than 2gb or 4gb.

    https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

    Judging from your game, you have lots of images for customisation. If all the images, let's say the cats fur, is all in 1 sprite, then there's not much you can do to lower RAM usage, as once 1 sprite is loaded, it loads all of its animations into memory.

    But if each customisable sprite is a separate sprite, then you can use the System > Memory actions to unload sprite images when not in use.

    Thanks for the reply Jase,

    I use all the "skins" in the same sprite, in this case when changing the "skin" it changes the animation that is running, a question, since they would be static images, I kept the speed 5 in each one, would that make any difference? I didn't find any way to make it work without being animation, because as I said it would be one image per animation.

  • I'm making my first release on Steam, and the demo is already available to download and play, but I decided to test it on a new notebook that I bought, and I found it strange that the game was using 1G RAM..

    My question is if this is right, if there is something I can fix, I would like to know if there is a tool or way to analyze what I could fix, I have already reduced the game images to the maximum and this has reduced the statistics a lot, but I believe it is something in the code, I am saving the game every 1 second, before it was every tick, could it be the save?

    My concern is because I believe that this type of game should not consume so much RAM, maybe it is normal and it is a silly concern, I would like a second opinion.

    I appreciate any opinion and help, if any QA expert wants to analyze and point out the error, the name of the game is The King Cat Clicker https://store.steampowered.com/app/3121620/The_King_Cat_Clicker/, I appreciate any help, thank you.

  • >

    > igortyhon, Do you know how long you stay saved? or is it just lost using LocalStorage if the player uninstalls the app?

    I have not been interested in this issue, on mobile devices definitely more than a month.

    The problem is that some players have all sorts of cleaners and optimizers and they can sometimes clean the records and players then swear.

    Another common problem is that on the web some players use privacy-oriented browsers and then wonder why nothing is saved.

    But even if you do nothing, the percentage of such cases is small, but they are upset and shout the loudest, so on popular games I re-dub the save to the cloud.

    Thanks for the answer, I'll wait for someone who develops for computers to help me with this question, but your opinion has helped a lot.

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