Nexis717's Recent Forum Activity

  • Just taking a look at the video, it looks like it's coming along pretty well

    Has a really nice Braid feel to it, which is nice. Excited to see what the finished product looks like. GL, Keep at it!

  • Simply Awesome.

    thank you so much, you really saved my bacon.

  • VonFirflirch Thats so awesome! Really glad you found a solution. Thanks for taking the time to let us know how you worked it out. I'm sure this will help someone else in the future.

    Can't wait to see the finished product. Good Luck!

  • VonFirflirch Like you mentioned, Metadata helps keep track of saves, and as the tutorial mentions, removing that metadata could make it appear that the save was not there. But, if you're looking to "suspend" save, not sure this is the way to go, as you mentioned.

    Anyway, happy to help!

  • By Quick Saves, I mean those that are immediately deleted when you load them : they let you save your progress so you can resume later, but prevent save-scumming, unlike regular saves. They're seen in most RPGs, where dying sends you back to your last proper savepoint, serving as a means to stop playing at any point, should something come up, without allowing to save anywhere, which would severely undermine the tension those games need to be fun in my opinion, so it's a pretty big problem.

    While normal saving is as easy to perform as choosing the corresponding system action, I can't seem to find anything about making Quick Saves nor do I have any real idea how to do it.

    So, When I think of a "Quick Save" feature, I think of being able to quickly save a game, (by pressing a button or icon) without having to go into menus or dialogs, or save points. I'm not sure I understand the need to delete the save. I would make the quick save feature simply save to the same file/location each time evoked, overwriting the previous quicksave.

    BUT... If you think there is a need to delete the save, after used, then you're looking at creating some custom metadata for the save and possibly even some custom scripting. The closest thing I could find to what you're looking for is in the How to make savegames tutorial:

    Tracking which slots are used

    The system save/load actions don't tell you which slots have been saved to. The best way to track this is to store some extra meta-data yourself in the WebStorage object. For example, whenever you save to a slot, also write a WebStorage key that indicates the slot has been saved to. You could add some other metadata like the player name or even a small screenshot of the game as a data URI. Then you can tell which slots are in use from the WebStorage data you've saved. You can perform other operations like resetting or clearing save game data just by adjusting these meta-data keys, such as removing them to make it look like the slot is empty again.

    Haven't tried to edit WebStorage objects myself, or try anything close to what is mentioned here but, this may be the breadcrumb trail you're looking for. Only other thing I can think of is, when a player dies, present them with possible saves to load from, and simply do not present the quick save as an option. Hope this helps. Let us know if you figure it out. Good Luck!

  • Nexis717 , if you create a clone of the cannon, another clone of the ship will be created.

    This, my friend, is very true

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  • If you wanted to keep the cannon in a container, maybe just make the spaceship create a clone of the cannon on load?

  • Hmmm, Unless you're reloading layout at the start of layout, layout state should be persistent.

    Have you thought about making a "World_Variables" object that stores data for all layouts, or maybe a multidimensional array to store data for all layouts? With either case, when player leaves the layout, all changes they made can get written to the World object, or the array, and on the start of the new layout, load the variables from either object.

    So, on loading the layout, just read from object that's holding layout variables "On Start of Layout"

    And on hitting the exit object, write to the object, before loading new layout.

    Otherwise, I would take a look at the Save/Load example project included with construct 2, and read the manual on Save/Load:

    https://www.scirra.com/manual/125/system-actions

    Or check out this great How-To on the subject:

    https://www.scirra.com/tutorials/526/ho ... -savegames

  • If I'm understanding the question correctly, It sounds like there is tiles or "Plots" covering the whole view able area. What I don't understand is how the video you shared shows these "Plots" being selected vs how you describe it. You describe it as a player or NPC picking a "Plot" that they want to own(control?), but the video shows a very scripted, left to right, top to bottom method of scrolling through the plots one by one and assigning them to players...

    So, if a player is to click on a "Plot", then be able to take control of it, I would add an instance variable to each plot of whether or not it is owned (picked? most likely be a bool), then another variable for who it is owned by. If owned, then player can not choose to own it. So, clicking on and choosing to own/pick the "Plot" would be two separate actions.

    For the NPC's in this scenerio, I create a condition like:

    If a player or NPC is simply scrolling through each "Plot" (left to Right, Top to Bottom) by a method or using buttons / keys, then simply assign each Tile/Plot an int, and as the Tile/Plot is selected, create a method to check if it is owned (like in the previous method) and if it is, move the selection sprite (the white box sprite) to the next Tile/Plot:

    A pretty crude example that would need editing but, hopefully gives an idea.

    Again, not sure I'f I understand correctly what you're trying to do but, hopefully that helps

  • I agree with dop2000, you can't (or shouldn't) use both physics and solids behaviors, as the physics behavior is designed to only interact with objects that share the physics behavior.

    For what you're describing, I would recommend something along the lines of custom movement, and simulate controls, or maybe even applying the platformer behavior to the ball, disabling the behavior and scripting out simulated controls to Jump at the desired times, say, on collision with.

  • I want to scale a circular object so it looks like its rotating in perspective (like a record on a turntable)

    I'm a little confused as to where the scaling comes into play, if you're simply trying to rotate an object. Maybe I'm not understanding the question correctly.

    If (using your example) you're trying to rotate an object, like a record, I would simply use the rotate behavior.

    If you're trying to then give that object some kind of wobble effect, like an old record on a turntable, I would experiment with effects, or look into using animated sprites for both the rotation and wobble.

  • i need shooting system like when u have cursor on enemy u can kill, but when u dont have cursor on enemy u cant kill

    Could make an invisible sprite to be at mouse position Every Tick, then detect overlap of that sprite with enemies.

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Nexis717

Member since 23 Dec, 2017

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