TwinBlazar's Recent Forum Activity

  • The number I got is in bytes, I presume?

  • I see. Actually, from my other post, what I was looking for, is only the size of the saved file. I wanna see how big it is.

  • Is there a way to have text box automatically "squeeze" all the text in it? For example, if the amount of text exceed the possible display area, can we automatically reduce the size of the text, or horizontally scale the text to fit into the text box?

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  • From Ashley's tutorial, saved game files are stored permanently on disks, but they are stored on different locations, depending on the browser, platform, etc.

    Now, can we have a list of locations where are these files saved? I am using Win7 and Chrome, so where would my save files be?

  • Ar, that's better to a degree.

  • I have 100 or so object types or so right now in my project, and the thing is, many are decoration, solid walls, or those that don't really need to save.

    In fact, I only have about 6-7 objects that I need to save. But since we have "no save" behavior", rather than "save" behavior, is there a way to iterate through all objects and add "no save" behavior? After that, I can simply just pick several of my objects that need saving and remove the "no save" behavior.

  • And one more thing, you can change the deceleration value of the platform behavior.

  • How about creating a global variable and when the player jump, you store the value of vector x of the player in this global variable? And then when the player is NOT on floor, always set vector x to the value stored in the aforementioned global variable?

  • You can use "is on floor" event. Invert it and it becomes "is in midair". With this event attached to your input event, that should do the trick.

    Does that solve your problem?

  • I know that I can use dictionary like that and yes dictionary is available for the whole project. But I want to refer to global variables.

    It's easier to add global variables and their values on the get go with each event sheet, but for dictionary, I need to initialize it somewhere like in on layout start event first. I can work faster using global variable, unless you can suggest a better workflow for dictionary.

  • Sorry to be unclear.

    I am storing the name of the global variable in a text instance variable, and I want to retrieve the value of this global variable. Imagine pointer to pointer to value in C++.

  • In the past project (C++), I have these flag variables where I used for memorizing what has happened and what has not. (And I have to code accordingly)

    I see that in C2, we can simply use persist behavior, for objects to remember their state. From the manual, I also see that save/load shall take this into account.

    But to be very sure here, I got myself a number of dictionaries and arrays, which are for storing, for example, how many potions, elixirs, etc. do the player have. Moreover, I have many global variables, and some more instances (like those unlockable doors that become permanently unlocked in one playthrough) that should be "persisted". All of these are saved, right? (sorry, I am paranoid) Is there anything that won't be saved (beside those with no save behavior)? Or is every single data down to every single byte is saved?

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TwinBlazar

Member since 14 Apr, 2013

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