Sethmaster's Recent Forum Activity

  • Like I said, use LiteTween or Move.

    You will find it to be quite different and does not have lag issues.

    Also, understand that an object can be attached to more than one family.

  • Just finished more stuff.

    This is what that have been completed after the last update.

    As usual, the updated demo is available here:

    https://furiousgamer87.itch.io/street-posse-showdown

  • That's pretty redundant when Move and LiteTween behaviors and families already existed.

    Just group all menu tab objects under a family and give the entire family a move or litetween named appropriately (MoveToView, MoveOutOfScreen etc.)

    It's also more flexible and adjustable

  • I think your question will be better answered if you post it in their own forums instead of here.

  • I use variables and arrays and I usually keep a word document to remind me what each do aside from the normal UI comment.

    This is because having a single document telling me all the available variables and arrays I have created and their existing usage is pretty helpful to avoid redundancy which in turn reduce the amount of work when you maintain and improve your project.

    I don't use dictionary since array is more useful to me due to official support and their functionality and speed is nearly similar.

    >

    > I am adding to his statement with the fact that you can simply use the official save and load functionality for your own custom save files. Without much hassle.

    >

    > How?

    > Pretty easy.

    >

    > For saving, as indicated in the manual, on saving complete, save a copy of the save json into your own custom file that you created for this purpose. Remember to use a marker so you can identify if the json is a new one or will it replace an existing one in that file.

    >

    > When loading, just parse through the file and load the correct json using the load from json function which is provided officially by Scirra.

    > There you go, easy as it can be. And you can have full cloud support with your own custom files.

    >

    The built-in savestates are an awesome alternative for more "simple" games were saving certain global variables doesn't matter that much.

    However, if you have a game were you want to save variables only, I prefer using webstorage (my modified version with encryption inside), I just recently changed to local storage because it is technically save from any way of manipulation. (To be honest, waiting for localstorage to do its work is still annoying and I consider to go back to my old webstorage saving method in future.)

    So to sum it all up, if I would make a custom saving system to a file, do I have to encrypt the variables saved into the file?

    I appreciate all kinds of links to existing separate file saving methods, sorry that I went off-topic here!

    (I know that the most of the users who subbed to this topic only want to know news about greenworks and not things like this. )

    I don't get the snide remark about simple games since my game is far from simple but let's not pursue that any further, for courtesy sake.

    Now, since you already have the required saving information in variables, it is a simple matter of reading the previous information in a custom file into a string variable and then parse it to see which of the new information will replace which or be added as new. After all the computation is done, simply write the variable containing all the saving info into the same custom file (e.g. settings.ini).

    If you want to add some encryption to the mix, simply do it inside the game event sheets for decrypting after reading the file and encrpyting just before writing the data into the file as just another part of the computation.

    This is not hard at all, just very tedious.

    > glerikud , if you want add achievements, you need plugin else for trading cards or cloud a plugin isn't needed

    >

    MadSpy You say that a "cloud" features inside the plugin are not required, in fact how would you for example store savedata like localstorage to the cloud anyway?

    So far I don't know much about the game SDK or how certain features like that work.

    (My guess is that Steam's cloud system works with relative savedata paths that you have to mark out in the SDK.

    However even if it would work like that, what would happen if future NW.js versions would change the localstorage-data path?)

    I think since NW.js + Steam are going to be a "big" thing in the next couple of months with the stable

    release of NW.js, things like this should be in the manual. (I'm sure that Ashley will do that, just a little heads up anyway. )

    I mean you're able to create your own save logic in files with nw.js without localstorage (e.g. "%userfolder%/documents/mygame/save.data") and you're able to set a path in steamworks partner web for cloud save so you don't have to use a plugin to do this.

    I am adding to his statement with the fact that you can simply use the official save and load functionality for your own custom save files. Without much hassle.

    How?

    Pretty easy.

    For saving, as indicated in the manual, on saving complete, save a copy of the save json into your own custom file that you created for this purpose. Remember to use a marker so you can identify if the json is a new one or will it replace an existing one in that file.

    When loading, just parse through the file and load the correct json using the load from json function which is provided officially by Scirra.

    There you go, easy as it can be. And you can have full cloud support with your own custom files.

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  • so Sethmaster - all your street posse characters are made using Spriter then? Apart from the workaround for instantiate time, have you noticed any performance overhead issues like Colludium? I'm thinking that maybe, since your animations are instant instead of tweened, that might cut down on some resources. Is that the case?

    (sorry to high-jack this post..)

    Yes. all of it is made from Spriter.

    Regarding overhead, I do know that the last time I created over 10,000 Spriter objects at one time (because I tried use Spriter haphazardly for everything including tiles), there is a lag. The reason so many is created at once is because most of the tile Spriter instances have around 50 objects in them due to my mistake in creating a unique for each different tile in Spriter despite the fact that tiles usually don't have animations and this amount can be reduced to merely one via charactermaps.

    By using charactermaps not just for the characters but also for other objects as well, I manage to reduce the amount of objects present at any time significantly. Though for the tiles, I am still not using Spriter for them due to aversion after the last mistake.

    Yeah, all the animations are instant and not tweened due to the pixel art. So my experience might differ from others who used tweening. I recommend you try Spriter yourself to see whether the performance ovehead affect your game or not.

  • It depends on the effect you are after.... Spriter permits blending between different animations and give a smoother animation effect than sprite sheets can (in most situations), so the final animation appears of a high standard but uses up only a small amount of memory. However, Spriter has a performance overhead - you can't have a large number of Spriter objects running even on desktop without performance being impacted. There is also an instantiate time for Spriter objects, so that they might appear up to a second after the layout starts (work arounds are possible, though, by delaying fade-in etc). The best thing to do is give Spriter a try and see if you like what it can do.

    To remove the instantiate time for Spriter objects, just create the first instance for all of them in the first layout during your game intro using an out of screen coordinate.

    Remember to stagger their creation to avoid any bugs.

    You will find any further creation and usage of all Spriter objects in the game to be super fast and have no issue whatsoever.

    For a demonstration of what I just said, just play my game demo and see for yourself.

  • Another issue would be how difficult is to set up a proper input system the way I would do it in Game Maker, but then again maybe theres one and I havent learned it.

    If you are talking about user inputs for the game, use global variables with default keycode value. Players can change the keyboard binding (value in the variable) themselves later on if they so wished so. You can see an example by downloading my game demo from my signature.

  • I myself would love some quality of life improvements on the UI itself, including the ability to see on the scrollbar where results of the search are located at and/or the results are highlighted.

    Ability to have an option to do a global search of all event sheets to see where a variable/search result is used/located.

    Other than that, I have nothing to add to the discussion.

  • It has been a while since I posted an update.

    There are a lot of things changed and improved since the last update.

    You can experience it yourself by downloading the updated demo from the first post.

    Chapter 1 still haven't finished yet due to previous development efforts were shifted to the changes shown in this update.

    If you have any questions, feel free to ask.

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Sethmaster

Member since 16 Aug, 2013

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