mayhamurasaki's Recent Forum Activity

  • No problem about "determined hackers", but I don't know how to do this encryption anyway. It's a good idea for a future game, if I can learn that.

    I've been studying about Local Storage, and looks it's works different for each browser (a different local save local for each one). But on NWjs it's a general path. I couldn't locate this yet :(

    In "IndexedDB" folder are located some files related, but idk if this was make by NW.js or just the browser preview...

  • That way the save will be a just text file?

    It's the same manner I get a .json file, read, and put this data on a dictionary, but inverse way?

    It's an idea.

    But I think it would cost me a lot of time to make the change, and it would be extremely simple to manipulate a text file with exposed variables.

    I'm using Construct 3, so I believe that if I keep Chromium Exporting in the same version, I don't risk the saving folder change. But I don't know how NWjs is going to work exactly on C3.

    Your plugin has interesting functions. What cloud does he use? I can use it in a mobile game

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  • No, the game is loading the save file on "Default" folder, on this patch. I have tested by oppening on Steam in two computers.

    But the Deafult folder has too many files in it, probably not all related of Save Data.

  • Hello!

    How do I manage the Steam Cloud, using Local Storage on my game? (to be more specific, where's the save data path of C3 Local Storage?)

    I thought that the local storage stored the data in the following path:

    %USERPROFILE%/AppData/Local/MY GAME/User Data/Default/Local Storage

    Resulting on Steamworks:

    Root: WinAppData

    Subfolder: MY GAME/User Data/Default

    Default: *

    But I did some tests with a Pen Drive, and the save is only recovered after passing the entire Default folder.

    Is there a specific folder inside it, which stores only the Save Data, so that I don't pass useless files?

    Thanks!

    Tagged:

  • Hello Scirra team!

    I have a game published on Steam, and I received a report from a user with a bug where the character could cross the colliders (solid tilemaps, and sometimes just triggers) in some situations.

    After testing on several computers, with suspected performance or updates, I was unable to reproduce the problem. So, I exported it in HTML5 form and asked the user to test it in different ways.

    It was seen that through the Google Chrome browser, the bug persisted. While the same did not happen with Microsoft Edge.

    The user has more updated Chrome, compared to my own version.

    In a curious event, the player noticed that the bug did not happen in Chrome after opening the Valorant game in the background.

    What can I do to find the problem? Why can this be happening?

    We already checked if the browser ran webgl2.

    The only thing I didn't do was ask the user to clear the browser's cache.

    It is a very strange problem to require such action in a game that will be released shortly ... Any solution?

    ---

    You can play and test the Demo version of the game by yourself:

    store.steampowered.com/app/1389120/Dojoran

  • Thank you for playing !

  • clock no money for iOS ;(

  • zabo I'm glad you liked it!

    For now it seems that I had problem with Android versions below 8.0. Not in every mobile, but in a good part.

  • If it has nothing to do with it, Construct has an open problem then.

    It didn't fix itself, I had to do several internal test uploads to finally clear the error message.

    I had no support for that.

  • Hey thank you! Was my first feedback on tablet ^^

  • After a lot of trouble, sleepless nights, and a year of study, I was able to develop my first game =)

    It is a Break Blocks style casual game for Android.

    You control a cat with powers where the goal is to destroy all blocks before they reach the last row, summoning eyes and using spells~

    Unfortunately I already received some malfunction reports on some cell phones. I think Construct is not the best engine to export on mobile... But I learned a lot, and I hope it is the beginning of a great career!

    You can download the game for free on Google Play.

    play.google.com/store/apps/details

    Reviews are most welcome, and if you have any problems running on your device, please tell me the model and version!

    Tagged:

  • Problem solved.

    I was testing on the internal test publication, exported without requesting permission from External Storage, and with Minify = none.

    I don't know which one solved, but somehow the plugin is having problems.

    I can now create products in the Play Console.

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mayhamurasaki

Member since 4 May, 2019

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