jobel's Forum Posts

  • mayhamurasaki

    re: https://www.construct.net/en/forum/construct-3/how-do-i-8/work-steam-cloud-local-storage-156203?kws=steam%2bworkshop#forumPost1026323

    what was the result? did you end up making your own save for steam cloud?

    for me all I want to do is store the overall game's progress. i.e. I have X number of map-levels in my game. Once you beat a map-level, you unlock the next one. I don't mind if the save game state is local, I just want the main game's progress to be on the cloud, and since I'm already using JSON, maybe I can do it that way??

  • I haven't looked into it too deeply, but I would really like to implement some sort of modding.

    NWjs should have the capability to create/load mods etc... I can't find any good thread on here, does anyone have good/bad experience with it?

    I'm thinking I would have to create an additional modding program that the modders would download and then the game would read the output from that program. Somehow the program would need to be able to export "code" or a script as well... I wonder what the minimum value would be here, like how much should I let the modders mod vs how much work would it take?

  • looks good!

  • Just registered for Steam Next Fest! very exciting!

  • yes this is a problem with NWjs. It pauses slightly only the first time you press and hold TAB. It's not good and it looks like I will be forced to remap the key.

    But I do have a control remap program I am including in the game so theoretically the player could reassign the TAB key, so maybe I have to force that not to work? PITA

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  • Not sure how much experience you have as a game developer but RTS games are extremely challenging, difficult to design, balance and test.

    Unless you've developed other games before I would set your sights about 80% lower. Make a pre-RTS like game, either Tower Defense or a sort of MOBA. Scale it way back to a handful of units, then experiment with multiplayer.

    C3 does have its limitations (like any engine) and NWjs has performance issues in general, nevermind taxing it with 1000s of objects. *remember each unit could easily have multiple objects attached to it: a muzzle flash, some sort of particle emitter for showing movement, fx, bullets, animations, minimap object, nevermind background art etc...

  • thanks all, yeah I was just wondering if it was valid to write the whole JSON to the item and then vice versa for the 'get'. I couldn't tell for sure if that was okay. but its way easier to do that and make a whole array database structure rather than save individual items! thanks again!

  • R0J0hound oof! yeah, that makes sense now... THANKS, you're a life saver friend!

  • I have no idea why this doesn't work.

    the array has 11 positions, if the value is 1 then its valid and I'm trying to return a percent.

    it's only returning the value 100 even though in my testing it should be returning a 9

    does the 'for each' need time to run?

  • something like this?

  • Just wondering if I am doing this right.

    I have 10 maps (each map is a whole game). Once you complete a map, I want to set it as completed. I then bring the player back to the map selection area and I want to update the visuals showing them having completed a map.

    Do I create Local Storage key for each map? 0 is not yet complete, 1 is complete?

    I was going to load an array[10] and have the 0/1 value for each one. Then base on the 0/1 with a graphic whether the map is complete or not.

    Since I have to check if each key exists first, should I just create all the keys on the first ever play? then load the key data from there? Should I load the keys on the mainmenu rather than level select, just so the data is ready?

    also can I save a whole array to the local storage in one move or do I have to make "map1", "map2" etc.. keys?

  • dop2000 I know there is a way to disable the F12 key for NWjs (Steam deafult key for screenshots) with args, so maybe I can do the same for the tab key without having to turn worker off.

  • Ashley do you know if there is another non-scripting way to prevent that first delay in the TAB key? (see original post's dropbox link for example). Ideally I would like to use worker, although does any of this apply to NWjs?

    I'm using the tab key similar to other games where it pops up a map or weapon change options. And its just that initial press makes it feel slightly broken, but always and only the first time you do it during a play through, it doesn't happen again until you restart the application.

  • Ashley I had Worker on 'Yes' but had a JS to prevent capturing tab key strokes and it wasn't working. When I set worker to 'Auto' the script worked. Does it mean worker is not running? And/or does worker prevent that kind of script?

  • Figured it out. In my game I had Worker set to 'Yes' and in that test example project the worker was set to 'Auto'. That was the difference.

    I'm not sure what that means? Is worker not being used when I set it to Auto?