GG-Works's Recent Forum Activity

  • You can try storing the global variables into the array on save and then when loading set them from array <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I didn't know you could do that, but I also found another method that also worked, I used a tutorial from here:

    https://www.scirra.com/tutorials/968/ho ... webstorage

    I don't know if that's what you're referring to, but It took some figuring out since I'm still a touch programming illiterate when it comes to this stuff, but after a few placements I finally managed to figure it out and now the global variable for my game's tokens are saveable! (As long as the user doesn't oversave the wrong file, haha.)

    Thanks for your help mate.

  • Well, thanks Jayjay! With webstorage I've made a fully functional multiple save game menu. It was mainly for all the arrays I've used for level completion, gold coin gathering, and power upgrades.

    Unfortunately the tokens you collect to buy the upgrades will disappear when you restart your save file since they are global variables. Originally I was using save states, but the save states can mess up other saves which was another part of my frustration. I may have to revamp the game somehow, but I feel better that this issue was resolved.

  • Remove the quotes from "SaveArray.AsJSON" so it's just SaveArray.AsJSON should do it (otherwise the only thing saved is the literal text: "SaveArray.AsJSON"

    Hope that helps

    Ah, I wasn't supposed to put that part in quotations then? Thank you so much, this frustrated me for the most part of yesterday! I think it works now, I might even go back and replace save states with webstorage. Yes, even in the previews the webstorage held up.

    Thanks mate!

  • Actually, scratch deleting save states. I did find a work around where the player can create a new game, which erases arrays and other instances and variables to emulate starting over. The three save slots I've made will use the Save/Load states.

    However, I'm looking at a couple tutorials on saving arrays:

    saving-and-loading-an-array-to-webstorage-capx_t68859?start=20

    https://www.scirra.com/tutorials/307/ar ... ers/page-3

    Here's the example, I thought I was following the directions to the letter, but when I restart the preview on Node Webkit it acts like nothing is there. Is it just a preview thing and I need to export it to truly test it out? The capx is 200mb and I couldn't upload an attachment so all I have is this screenshot. Hope that explains it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Right now my idea for a work-around is to make a save function similar to that from Sonic 3&K where you can always start a new game, but you can overwrite save files if you so please.

  • Hi again,

    I was wondering if there is a way for a player to delete save states from a game. Lets say for example, you have three save game files using the "Save" and "Load" functions: e.g. mysave1, mysave2, mysave3.

    However, the player wants to restart from scratch and wants to delete a file, I don't see anything in the System settings to make this work, or am I missing something? I'm trying to implement a save system and it donned on me that I can't find a way to allow the player to delete save states.

    Thanks!

  • GG-Works congrats.. hope you get greenlit..

    one comment about your video the "director's cut". The beginning has a back story with slides of text. It's way too fast, it passed before I could read any of them fully! just letting you know..

    Apologies, when editing the video all I had at my disposal was Movie Maker. I used images to make the intro, however the original showed the slide for far longer, and if the intro dragged on without showing gameplay people would lose interest, it doesn't let you fully edit images or clips. I've tried using other video editing software but had far less favorable results due to horrible compression and frame rate loss, as I type this, I just now received email for my Lightworks access. What I plan to do is upload my old intro clip, and some raw gameplay footage in the next coming days. This is coming from a lone dev on a very small budget!

  • Forgive my shameless self promotion, but last night I've placed Baxter's Venture: Director's cut on Greenlight.

    http://steamcommunity.com/sharedfiles/filedetails/?id=274636766

    [attachment=0:1mq0clr3][/attachment:1mq0clr3]

    While this game is waiting to be Greenlit (no time to determine how long) I'm currently replay-retesting to make sure I've nailed the bugs, reworking the save/load function. It will be exported via node-webkit. I'm not sure if it's mandatory to use Steam's API I don't know how all that works since this is my first game uploaded on their site.

    I've read some games get greenlit in a matter of days, some weeks, months even. From my understanding if your games pass muster it's just random. I do believe having a good number of Yes votes determines how fast it goes I think.

  • Thanks guys! I'm going to give Light Works a go first, it reminds me of Adobe Premiere a few years ago, and I loved working with that before I lost my CDs and Computer.

  • Baxter's Pocket Venture DEMO (Android)

    https://play.google.com/store/apps/deta ... ks.demoBPV

    Baxter's Pocket Venture FULL GAME (Android)

    https://play.google.com/store/apps/deta ... ks.BPVgold

  • Maybe this isn't the right place to post this, but I'm curious of anyone here knows a good video editing software that can help you put out HQ videos for game trailers or just footage of your game. I made a trailer with windows movie maker (a bad idea), using footage recorded off of fraps, and it's heavily compressed the moment it gets imported into movie maker. The videos from fraps are crisp and fluid, whereas movie makers turns them blurry and choppy.

    I was wondering if it might be due to a low quality codec, but I'm not a video editing expert. I've played with MM limited settings and still end up with the same result, if anyone has suggestions I look forward to hearing them!

    GG-Works

    In the case of Construct 2, you submit this form to nintendo https://wiiu-developers.nintendo.com/signup/

    Once and If they reply accepting your game, Scirra will give you the Wii U plugin, most likely under a Non Disclosure Agreement so that you can export it for the Wii U

    Oh! many thanks!

GG-Works's avatar

GG-Works

Member since 8 Jul, 2012

None one is following GG-Works yet!

Connect with GG-Works

Trophy Case

  • 12-Year Club

Progress

12/44
How to earn trophies