Ginger Cat Studios's Forum Posts

  • Interesting system, congratulations on the initiative to share

  • Hello, I'm trying to make an inventory system by using the youtube tutorial: youtube.com/watch (I don't know if you understand portuguese), but it didn't show me how to add and delete items, and I wanted some help for it.

    Funny, last week I decided to learn about inventory and I also used Marcos' video, as I use Array I found it interesting, but the video is very limited, what resolved my doubts was studying the demonstration game about inventory.

    If you want to see a sample video of how it turned out, I don't know if that's what you want: https://x.com/gingercat_games/status/1853420378372133195/video/1

  • Hello! Is there a way to avoid the player from having to run WindowsIconUpdater when they download the game? Or do it for them when the game is downloaded? It looks tacky on my download instructions to say: "Extract zip and run WindowsIconUpdater. When finished run Game.exe.". Will running It in the extracted game then re-zipping it prevent the player from having to run it themselves? There is very little info on this.

    I've never seen a game make the player run WindowsIconUpdater when they want the game's icon to show up.

    Thanks for any help or clarification!

    I didn't understand exactly the problem, I always run WindowsIconUpdater and then compress the game again and send it, is that not possible?

  • I recently played Skyrim with Mantella AI Mod and was intrigued to learn about the application of AI in Construct3..

    Has anyone here tried to use AI in their games or projects? Did you use any API for this, does Construct3 have tools or plans for this?

    Please share your experiences, I would love to hear them.

  • Cool stuff

    Programming makes math way more fun since it’s a way to apply it.

    Thanks, I agree, I had to understand how to perform certain formulas, and I wouldn't have learned it any other way.

  • Interesting math project. I also have line intersection demonstration: dropbox.com/scl/fi/lh0g2298l1nw5il5ny1n9/line-intersect.capx

    I liked it, quite simple to understand, congrats!

  • Project I did for my college calculus class, it has some bugs but since it's a college assignment I just wanted to finish it haha

    I'm sharing it because I found it interesting, I had to learn how to draw straight and curved lines.

    https://www.dropbox.com/scl/fi/bpnbd1bjv7kjyq0208x32/TrabalhoMatematica.c3p?rlkey=x9y8g0vyplb86l29z19u5qlqj&st=cu7a1vm6&dl=0

    It's obvious that Construct3 is a game engine and this program probably needed a lot of "workarounds", but it was interesting to do this.

    "Observation: the program is in Portuguese"

  • Hello everyone! I am making a game in which the player will be pursued by an enemy (one or two). If we are talking only about movement to the right/left - everything is simple and it is implemented, but how to make movement up and down? The game is 2D side view. The enemy needs to jump and jump off. I am trying many options, but I cannot achieve stable enemy operation. The environment is made of tiles.

    as an example of enemy behavior - the game Nuts and Milk

    Are you trying to create an enemy that jumps when approaching the player?

    If so, you can create an event that compares the distance between it and the player, and when that distance is met, it performs a jump animation and some sinusoidal movement with increased speed towards the player.

  • That sounds about right - the problem is the Steam Overlay doesn't work properly and Valve need to fix it. I've gone to great lengths to try to get it to work but there's nothing much more we can do as it's Valve's software which is out of our control. I'd happily talk to anyone at Valve about it, and I've tried repeatedly but just cannot get through to anyone there about it.

    Well, if I'm doing everything right and the problem isn't with Construct, we can only wait. I've already opened a ticket reporting the problem with Valve.

    Thank you very much for the support, I'm impressed with being able to migrate to WebView2 and learn how to save Json in a unique folder, all in one day, Construct3 4ever

  • You shouldn't use Local Storage with Steam Cloud. Use File System writing to a dedicated folder.

    If your game already uses Local Storage, you probably want to set up something like the following for backwards compatibility: use File System to write to a dedicated folder for Steam Cloud, but also check Local Storage for any older saves made that way, but don't save any new data to Local Storage.

    I managed to save a json in the documents folder and then load it if it exists. I'm very happy, and more ambitious now..

    It is now possible to export using WebView2 for Linux with Steamworks, in my case I use the tag for documents, in a Linux situation can I use the same tag or should I save the json in another specific Linux location?

  • I did it, I did it, I feel like Christopher Columbus haha

    the solution:

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm able to save now, in the example I'm using the Documents folder:

    The problem now became how can I load this saved file into documents..

    I was thinking about a logic to check if the file exists, if it exists it loads it into the Array, if it doesn't exist, it uses AJAX and loads the "Clean Array"

    However, I don't know which expression to use, AJAX would load the latest data, but the filesystem doesn't have that choice.

  • I created a Json(VisualArray), and using AJAX I put it in a real Array, which I use in my game.

    The problem is how to transform this Array back into a Json and save it in the original file.

    I'm using WebView2, so I have access to my JSON file in the www folder. I believe I can do this using FileSystem, but I was not successful.

    Here's what I did, did I miss something?

    Tagged:

  • You shouldn't use Local Storage with Steam Cloud. Use File System writing to a dedicated folder.

    If your game already uses Local Storage, you probably want to set up something like the following for backwards compatibility: use File System to write to a dedicated folder for Steam Cloud, but also check Local Storage for any older saves made that way, but don't save any new data to Local Storage.

    Sure, I created this example to test the use of FileSystem, but it didn't work, am I missing something?

    I created a Json file (VisualArray) where the values ​​will be stored, then using Ajax I load this Json (VisualArray) into my Real Array, when saving the game, I save the Array in Json format in the original Json file.

  • Valve say it should just work, and there is virtually no control the game has over the Steam Overlay - the only API functionality is to ask to show the Steam Overlay (there isn't even a way for the game to ask to hide the overlay). The display and interactivity of the Steam Overlay is handled entirely by Steam which is made by Valve, so if you have any issues with it, you should contact Valve.

    Sure, I'll contact Valve support.

    Before that, just to confirm...

    In the Steamwork Addon, I put the App ID of my game, the Overlay mode enabled and the Developer mode disabled.

    and in my event sheet, at the moment the player will earn an achievement I put the Steamworks action [Unlock Achievement]

    When exporting, I use the WebView2 option and send it directly to Steam..

    I missing something?