Wishy's Recent Forum Activity

  • Wishy if I set IsFreshInstall to 0 on start of layout and then tested if it was equal to 1, wouldn't it always be equal to 0 making it impossible to restore purchases? For instance, I'm saying If IsFreshInstall is 1 and On clicked button then restore purchases but IsFreshInstall is always 0.

    Well you put your restore actions there before you set it to 0.

    I also said you'll have to save it into your localstorage.

  • Thanks for the replies guys.

    I already knew how to do everything you guys posted, but I just realised I didn't ask my question correctly.

    So my issue was, that I'm unable to use the localstorage to save all progress people made in my game, I got hundreds of persistent object and a load of global objects.

    So the only reason to save the state of the game was with the save/load system.

    Whenever someone updated the game to a new version, but still used a saved state of the previous version, they had issues with the global objects behaving very weird.

    The only solution I found for this is to completely wipe all date from the app, with the downside that they lose all saved data/progress.

    Thanks to the replies, I did this through events now, by checking the version and just saving an empty savestate over the previous version's savestate if the version is newer.

    HOWEVER, this still doesn't solve my initial issue, I need to find an easy way to store the data of persistent and global objects in the Localstorage. So players don't have to start all over again every major update.

    I'm currently testing the "nosave" behavior to see if that might help me, but I'm unsure if that works on objects that didn't exist in a previous version.

    I know my problem is perfectly achievable with vars/arrays & localstorage, but I would have to do this for every single object, which makes it almost impossible.

  • Well the weird thing is, lets say we got v1 and v2.

    v2 contains a global object that doesnt even exist in v1.

    If a user upgrades to v2, using his savefile from v1, that global object doesnt even load in v2.

    even after these events

    I assumed, quoting the manual

    [quote:vvz2ht63]Savegames don't go there (luckily), they are stored in either WebStorage or IndexedDB

    that savegames are stored in the LocalStorage, thus by clearing the LocalStorage, the savegame is cleared too, but that seems not the case.

    So, how do I clear a savestate?

    At the moment I quickfixed this by using another saveslot.

  • if you read his question, he asks how to implement it in a webgame

    To use google play plugin I need to link my game to google play service as web app. On the second step of linking it is asking to authorize my site (on wich I upload my game) with oauth2. How can I do this?

    I've read google instructions and I completely don't get it.

    Geforio go to your google API, click credentials

    Click create credential > OAuth Client ID

    and then enter the correct urls, localhost in my example

  • round(cpuutilisation * 100) & "% CPU (" & renderer & ")"[/code:1rxjxlwf]
    
    edit: oh just noticed, you asked gpu, i answered with cpu
  • thanks for your reply, believe me, but ofcourse I already tried different approaches of the method you proposed, they sadly do not work.

    I have a feeling that global objects behave differently than anything related to LocalStorage and the Savestates.

    On a side note, it's actually the data that needs to be deleted, not the cache, gonna change my original question

  • did you change the App ID in intel XDK AND Construct?

    ofcourse you'll have to change the name to something else than not.yet.specified

  • Here's my issue,

    I have an android game which received an update, the app uses a lot of global objects, some have changed since the last version.

    Whenever one of my players installs a new update, they don't see certain objects because they were created, moved or deleted on a previous version.

    My app saves the state of the game periodically with the system>save option, also saving the position of those global objects.

    The only solution I found so far is to manually delete the data of the game in the app settings after installing a new version, but not all users read the updates and/or don't like doing this manually.

    Is there a way to do this with events, or have I been too sloppy in my events so this could be avoided in the future?

    It's hard to upload a capx because I'm talking about a complete game here.

    Thanks

  • Looks like a very nice game, lovely graphics and awesome gameplay. Keep up the good work.

    Nice to see another belgian C2'er.

  • google plus does not allow that.

    Refused to display 'https://plus.google.com/111215786104446529506' in a frame because it set 'X-Frame-Options' to 'SAMEORIGIN'.

    In human language, google does not allow the site to be run in an iframe.

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  • RTFM or.... use search....

    Seriously you're a Game Designer Student, learn to use the search functions on websites, or read the manual...

    https://www.scirra.com/tutorials/search ... %20enemies

    https://www.scirra.com/tutorials/search ... 20movement

    https://www.scirra.com/tutorials/search?q=top%20down

    Here's a picture so you don't have to waste time reading too much...

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Wishy

Member since 6 Mar, 2012

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