SeriousGamer's Recent Forum Activity

  • Oh, you mean the saved data from Local Storage are not stored in the browser cache? I must have read it wrongly somewhere. Where are the data stored then? Are they susceptible to browser data clearing?

    Based on the example you gave, "NWJS Write text file" action to save the data, how different is it from saving data using Local Storage? Can it replace the Local Storage function entirely? Sorry, I am a little bad at this stuff. All I wanted to do is to create a subfolder in the My Document folder where I can save and load my global variable data from my NWJS exported game without having to use Local Storage functions, if that's possible.

  • Previously I used Local Storage function to save all my globalvar data and load them at the start of the game, for instance, If LevelKey exist > get LevelKey, Set GameLevel to ItemValue. But I understand saving my game this way makes them susceptible to being overwritten (cleared into oblivion) if user accidentally clear their browser cache. Since my game is exported to NWJS format, is there any way I can save it in a different folder, say a subfolder in My Documents?

    And how do I save and pull those global variable data at the start of the game using this method?

    I have multiple globalvar data to save and load. Also, does it render Local Storage functions unusable? I haven't seen much clear examples for this. Can I get anyone's assistance on this? Much appreciated.

  • Tried that. I wonder why it didn't work. The "For each" command should have designated each sprite as separate individual. I wonder what went wrong. I have tried as many combinations as I can possibly think of, replacing trigger with "For each" and vice versa, putting them together, in different lines, the outcome is still the same. Without the "trigger once" command, all the Enemy's animation cannot transition to the next animation and kept looping when hit about the same time. But with the "trigger once", only one Enemy can successfully transition when multiple Enemies are hit about the same time. Oh, Lord... :'''(((

  • Yes, Plinkie, you were right! It was on "overlapping". Changing to "on collision" solves the problem. However a new problem pop up where the subsequent animation kept looping. Ok, here's the event sheet of how it looks like:

    Line 1

    Bullet on collision with Enemy > Enemy set instance variable "Shot" to true.

    Line 2

    When Enemy: "Shot" is true :

    Set animation to "A" (play from beginning)

    Wait 3 sec

    Enemy set ReadytoExplode to true (boolean)

    Line 3

    When ReadyExplode is true; System" "UpgradeGun" = 1 :

    Wait 3 secs

    Set animation to "B" (play from beginning)

    Line 4

    On animation "B" is finished, set animation to "C"

    So basically when enemy get shot, it plays animation A and then proceed to play animation B after X seconds (depending on the UpgradeGun score). After animation B is finished, it should move to animation C. However, my problem is animation B kept looping and can't transition to animation C even though Line 4 says on animation B finished. When I put trigger once to Line 3, it solved the problem (meaning animation B transition to C successfully) but when multiple enemies get shot at the same time, only one managed to complete to animation C while the rest keep looping.

  • I have been having some problem with the Event that I'm working on. Basically the game has multiple units of the same sprites. When an action say a bullet hits on one sprite, it will trigger an event, say an animation. The problem I noticed is when two bullets hit 2 sprites at almost the same time, only one sprite will execute the event while the other does not. But if the actions are done one after another more than 2 seconds apart, there is no problem. I am not sure but I suspect it has to do with the trigger once action that I included in the action.

    The action had a trigger once while true (it is needed because if I remove this part, the following animation trigger will persist continue on and on which I do not want even though I have assigned a line that says "On animation finished, do next action", it didn't work). Is there anyway to mitigate this effect so the system treats these 2 similar sprites as separate and execute separately? Please help. Thanks

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  • Was wondering if there is anyway to integrate Applovin SDK into the app? Apparently you need to integrate the SDK before Admob mediation can run the ads from Applovin.

  • I have been noticing lately that Construct 3 Android Builder has been very slow in building up my app. My internet connection is fairly good so I am not sure if it is the issue with C3 server because it seems to hang when it is "Connected to Server". The size of my APK is less than 30MB and it is taking more than 30 minutes to reach "Preparing Build" but finally not being able to get the exported files because it hangs. Construct 3 admins may want to take a look at this technical issue.

    Thanks Eren, that was helpful. In fact I found out that you can export your C3 file (c3p format) using either Construct 3's built-in APK Builder (which is AWESOME btw!) or Android Studio. If you use Android Studio, however, it can create App Bundle which Google Play Store requires. So either way is good. In fact I still prefer using C3's built-in APK Builder which saves me tons of work and time when exporting to other platforms which is AWESOME!

    Hi, I have created a signed APK for my game (76 MB) to be uploaded to Google Play Store but somehow got blocked (cannot proceed to upload) as Google Play Store generated a warning message for me to upload App Bundle instead. I have uploaded a few games early this year but this is the first time Google request to upload App Bundle. Does anyone have this problem and how to solve it?

  • Oh, that's awesome! Thanks a heap

  • Hi, I'd like a little help on this. I am creating a global variable, say Score and if each time Score adds 1 point, it will execute an action (fixed action). But I end up with this:

    System - Score = 1 : Execute action A

    System - Score = 2 : Execute action A

    System - Score = 3 : Execute action A

    System - Score = X : Execute action A

    Anyway to simplify this? Many thanks in advance.

  • Hi Plinkie, thanks. I think you're right. It is about the picked object. The collision worked fine. I missed out the actual object to activate the event. Was scratching my head for hours on the debug mode till it finally hit me. The debug mode is pretty useful for debugging. Thanks for responding anyway. I suppose we can close this thread. The C3 community is great! And very helpful too.

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