imuniz's Recent Forum Activity

  • I can't overwrite cause if I press the button "New Game" and save to the slot, it will save the current data, which I'm trying to delete.

    It should be something like: NewGame.OnPressed() { clean slot "mysave" }

    And if I create another, the first slot will stay in memory forever??

    In the browser I can delete the save storage, but what about a mobile game?

  • Well, there's a 'savegames' template, I just used the same method: System.Save and System.Load. And ok, it saves and loads. But how would I clean that Save slot? How would I even delete that slot? For what I can see now, the only thing I can do is save and load... If I create a "mysave" slot, and I save the game in it, what will I do when I want to start a new game? Will I just create another slot and leave the "mysave" there? I can be missing something, but if I'm right, this is strange, don't you think?

  • Am I missing something??

    Doing this with LocalStorage is just an inconvenient amount of work if the project is big...

  • Hii;

    I can't believe that there's no way to clear a slot when I go System ~ Save.

    I create a slot to save the hole state of the game, but then I can't clear that slot??? Is that right?

    If I want the user to click a button and 'Reset the Game' I would have to create a separate slot, and the one that's already created will stays there forever? Occupying memory for no reason?

  • You can pin the weapon sprite in a specific image-point it the characters sprite. This is what most games do ('Enter the Gungeon' is a good example). Then you would treat the character and the weapon separately as they are separate objects.

    For this you may use the 'Pin' behavior in the weapon. To pin to an specific image-point you first set the position of the weapon to the player's image point, and then you pin it.

    Let us know how it turns out;

  • Kyatric , awesome! Thank you :)

  • Kyatric , thanks again for the help.

    I'm sorry, the capx that I was talking about is the 'localisation.capx' in that tutorial, not the 'localisation_json.capx'. That's why you didn't saw the XML haha.

    Now I used this second one's method, with dictionaries instead of XML, and it works wonders!)). I was silly, should have done that before.

    But the problem with the XML still persistis. If you open the 'localisation.capx' and do what I did, remove the WebStorage and try to play it with C3 runtime, you will see what I was talking about. Don't know if it is a bug or something, but it would be good to know your thoughts again after you try it.

  • Kyatric , thanks for the help man.

    I removed the WebStorage object of that .capx, cause it's not used; changed to C3 Runtime, and BAM! SAME THING. The texts that should receive the XML values get empty! So it's not a problem with my project.

    Please, gimme your thoughts. Thanks.

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  • I'm following this tutorial to make multiple language support, and it works fine with C2 runtime, but in C3 runtime the texts get empty when I set it to the values in the XML file.

    Tutorial: https://www.scirra.com/tutorials/444/supporting-multiple-languages/revisions

    Post from Sobrio that took me there: https://www.construct.net/forum/construct-3/how-do-i-8/how-to-translate-the-language-137861

    Am I missing something or is the C3 runtime??

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imuniz

Member since 26 Feb, 2017

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