pandabear7413's Recent Forum Activity

  • Aha! Not sure why I didn't think to look there -- maybe I was looking for Construct or WebView -- but you're right, I have a folder called:

    C:\Users[user]\AppData\Local[gameName]

    Size was larger than I expected, ~100mb, but now that I know it's there I can play around and try to tweak it.

    Very helpful - thanks!

  • Seems to be as designed that if you load a game that involves transitioning to another layout, it runs through events after the game load. Some are skipped though like 'on start of layout' events. I wouldn't expect anything different because loading the game in a sense is going to or loading the layout unless you are already in it.

    Thanks guys. I guess I have a different understanding, I thought system->load essentially reloads the exact state of the game when it was saved. I would expect the status of 'trigger once' to be preserved.

    Ashley Can you clarify if this is an issue or proper behavior? If the latter, are there any other things that are not preserved on a system->load?

    Thanks

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  • I'm using system->save and system->load for savegames . I'm having a weird issue…

    My game has 2 layouts -- the title layout and the level layout. The game is saved in the level layout (e.g., when the player reaches a checkpoint). The title layout has a "continue" item that, when clicked, calls system->load to load the savegame. In my level layout event sheet I have an event that uses the "system-> trigger once" condition.

    Steps to reproduce the issue using this project:

    - Preview project

    - Press 2 to go to the level layout

    - Press S to save the game

    - Press 1 to go to the title layout

    - Press L to load the game

    What should happen:

    What actually happens:

    For some reason the "trigger once" gets reset, i.e. it's as if it hasn't triggered, and the text->append action runs again. But this only happens if system->load is called from the title layout -- if you press L from the level layout, the text->append action does NOT run again (which is the expected behavior).

    I hope this makes sense. Even more, I hope someone can explain why this is happening.

    Thanks

  • I use the System save and load actions and would like to better understand the size and location of the saved data. I run the C3 editor in Chrome, in which I preview the layouts/projects. My game is exported to WebView2 for Windows. Does anyone know exactly where (i.e., in which Windows folders) I can find the save data for Chrome and WebView2?

    Thanks

  • Spot on. Not sure why I didn't add my standard "printToError" call to see what was up. I had an additional condition after "on created" checking if the sprite's instance variable was set to a specific value, but of course that hasn't yet been set when "on created" is called. I now wait(0) in the "on created", then check the instance variable. Works great.

    Thanks!

  • There's a bug in my code...

    I want to set the color of a sprite when it's created. If I call "setColor" in the "sprite on created" trigger, nothing happens. Even if I add a wait() before the setColor action, the color doesn't change. Doesn't matter what wait time I use.

    I created a test project and saw that calling "setColor" in the "sprite on created" trigger does indeed set the color as expected, so something in my code is messed up. But I can't for the life of me figure out what. The sprite is being created at runtime and is not in the layout at startup. There's no other "set color" call in my code. Any thoughts on what may be causing this?

    Thanks

  • Very clever, thank You! This is in by backlog but looking forward to giving it a try.

  • That's good to hear! I'm going to play around with this idea a bit and may have some questions. Thanks!

  • MoscowModder Sorry to hijack your thread, but I didn't see a way to PM you and I wanted to ask you about an old post of yours. Did you ever figure out a good solution to changing sprite animations during timelines? I'm looking to do the same thing -- have sprite animations change during a timeline -- and I'm actually pretty surprised it's not a standard option.

    Thanks

  • How is this solution working for you so far? I'm looking to do the same thing -- have sprite animations change during a timeline -- and I'm actually pretty surprised it's not a standard option.

  • I went with 1680 x 1050 and a 32 grid size. It's not perfect but it works for positioning items in my game, and 8 grid size is too small to quickly position items with accuracy.

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pandabear7413

Member since 9 May, 2021

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