Toddler's Recent Forum Activity

  • Set Pixel Rounding to on.

    Problem Fixed

  • I am in the process of converting all my web storage codes into the new local storage system and is there a way to check if a key exist in the first place for local storage ?

  • How do you check if a key exist ?

  • That's why !

    You got it

  • why not simply skip this update? it is afterall a beta version.. I just updated to r200 a couple weeks ago, I was on r187 since Nov because of jank issues. There's always the potential for some update that will break your code or force you to rework things a bit... it's par for the course.

    Because the saving mechanism is very *integrated* into the coding structure in my game, the idea that I will have to change this very basic of things later on through an ever increasing amount of lines really scares me.

    I rather wait for one more release, if really no hope for an improvement for this *new awesome* plugin, then I will go back in fix all the codes and accommodate this awesome bothersome local storage system that makes you wish for a time where improvements actually means improvement and wish the next construct 2 upgrade doesn't come with another awesome feature that requires you to do the following step before you can destroy an object:

    Destroying an Object in the next version of construct 2 the same way webstorage is changed in local storage.

    Step 1: Call *Is object ready to be destroyed*.

    Step 2: A Trigger is return later because parallel processing and all the awesome thing because F you that's why to let you know you can destroy the object now.

    Step 3: Now you are allowed to actually called an action called *Actually destroy the object for real now.*

    In later more awesome updates, every trigger in Construct 2 will require another trigger before it because F you that's why !

    And parallel processing and all that crap.

    Because Reasons !

    Yeah !

  • I am currently halting my game development to see if there will be any new *improvements* to the local storage plug-in like an internal option to make it behave like the old thing by having the local storage do the request and pause the program until a return value is returned, maybe if by the next update there is no more improvement to be made for the local plug-in, I might give up and messify my code with this new and improved plug-in that can do in many lines, what used to take one line of code.

    I am holding a stop sign to my project and crossing my fingers.

  • You know it's bad when an "upgrade" is so awesome, users need to make plugins to *fix* it.

    Thank you for your effort rexrainbow.

  • Agree, which I *hope* will be implemented, maybe the load event can have the option to wait until the trigger happen, get that data from the returned trigger and assign it to the variable so that at the front end, it behaves JUST LIKE the good old friendly webstorage.

    Or else, we will soon have to say good bye to really simple one line codes like this:

    For this *new* & *improved* method that do in multiple lines, what can be done in one line in the past, YEAH UPGRADE !

    Who needs a cell phone when you have cups and strings !

    Let's rub two woods together to make fire, it's *better* because it takes more effort !

  • Thanks Aphrodite.

    However, no amount of gymnastics is going to cover for the fact that a freaking trigger is needed just to get a value from a storage system.

    Again, we are not talking about 1GB of game data to be loaded here, please stop this nonsense before it becomes the norm and everyone stop talking about it and silently accepts this is the direction Construct 2 is going...

    The next thing you know you will need a trigger to know that a sprite is ready to have its animation changed or else you cannot set the animation...you never know right ? I mean who would have expect that you need a trigger to know that a value have been retrieved when trying to load from a web storage and to be told it is an "upgrade" ? People would say that this crazy, but here we are !

    Ok, I can accept that maybe the old web storage is too far gone in the deep end of deprecation to be future proof or "accommodated", but surely this new "awesome" localstorage could be made to simulate the old simply more logical direct approach right ?

    Please implement the feature option right into this *new and awesome* local storage to internally wait and then when the value is retrieved continue the program.

    Please please please don't say that would cause a lag in the game if internal *wait until loaded* is implemented, cause isn't this parallel bullcrap supposed to be "faster" ?

    Oh suddenly it is causing a lag now ? OH WOW really ?

  • Please implement the "Check if Exist wait until respond received" or "Compare value wait until respond received".

    Nobody appreciate a trigger for this, nobody is loading 1GB of data for the majority of us, stop this nonsense.

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  • Colludium is right, now things like this:

    Cannot be done easily anymore, now you need to implement some trigger crap.

    Now in the previous case, it might STILL be fine but what about this ?

    This code is called when a certain frame in a looping animation is reached.

    I know some might say you should load the data into some variable and not access the file system that often but I am telling you, the game works smoothly, webstorage is working well, no, I am not loading the ENTIRE INTERNET on every frame so it is not going to be a problem that this new plugin is so eager to try to handle [loading BIG ENORMOUS DATA because yeah that is what most game created using construct2 have to deal with right ? BIG DATA the size of the internet... pssh...]

    It was SOOOO easy presently.

    But now with the new and improved "localstorage", things are going to be more complicated than it has to be.

    "Oooo with the new *parallel* processing, things will be faster" and all that crap.

    If it is supposedly going to be so fast, and "along side", why do we now have to face the issue of not only re-writing our codes but have to implement some sort of "wait"/"pause" function like Colludium said to do what you are seeing here ?

    This "new upgrade" is not a even close to "good".

    It is Terrible.

    Just Terrible.

    Can Construct2 atleast make this *New and Cool and parallel and so awesome you should forget about using the old webstorage* plugin have like this internal build in "wait until the result is retrieved and then continue" option that makes it behave like the original supossedly *bad or OLD* system that is actually friendly to us ?

    I have been working on my game for four months now and this crap happens.

    I am just going to wait and see where this terrible direction is going before I continue, I have stopped the game development for now.

    This is Terrible...why is anyone even praising this new *improvement* ?

    To all the fans of this new *awesome new way of loading data* plugin:

    Yes I am glad you now have the ability to load 1GB of data into your game on a "parallel" thread without slowing down you game and be notified when your 1GB of data has been loaded.

    No 99.9% of us creating casual games don't have to deal with that, so thanks for messing it up for the rest of us, because we REALLY LOVE having to access a saved data that is like maybe 100kb and have to then wait for another trigger to tell us when that has been loaded for us to then access it, yeah that *awesome* we really love that...

    You know what else we love ?

    Maybe construct 2 will *improve* its sound playing system by making a function to play a sound but then create a trigger to let us know that the sound device is now actually ready to play the sound before we THEN play it, if we are going to mess it up why don't we go all the way ?

    Hey check that, why don't we ALSO implement like when pinning a sprite to another sprite, we make it so that we have to wait for a trigger after calling "pin to object" that tells us that the sprite is *ready* to be pinned which we will then call another function to *actually* pin it ?

    Let's do that, lets *improve* construct 2...

  • The problem with early game developers are when they say they are making a HD game they are LITERALLY MAKING A HD GAME !

    Like FREAKING 1920 by 1080 !!!

    Here is a Slap in the face heads up, even the latest games wasn't built with that resolution in mind, here is a few SHOCKERS, but be clear that the list GOES ON!

    Call of Duty 3: 1088 by 634 (2 x AA)

    Call of Duty 4: 1024 by 600 (2 x AA)

    Conan (Demo): 1024 by 576 (no AA)

    Conflict: Denied Ops = 1280 by 720p (No AA)

    Def Jam Icon: 1152 by 648 (No AA)

    Devil May Cry 4: 1280 by 720

    GT5 Prologue: 1280 by 1080 (2 x AA)

    No your platform game doesn't need to be 1920 by 1080, no your next flappy bird doesn't need 4K resolution, wake up.

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Toddler

Member since 19 Jan, 2012

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