KaMiZoTo's Forum Posts

  • Well I hope this is really a bug and I will not have to strangely mix pressed and released to make it work. ;)

  • BluePhaze Nop, it doesn't work neither. (I tried it too)

    The same issue appears.

    CAPX with 'key released' version

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/13847313/Scirra/LeftRightKeys_Bug.capx

    Steps to reproduce:

    1. Press Right key to go to number 2

    2. Try to go from left to right and right to left.

    3.

    Observed result:

    It goes directly from 1 to 4 from left to right BUT it works fine from right to left. The code is exactly the same.

    Expected result:

    By pressing the Right key, it should go to the next number and not the last one.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    W7 pro

    Service pack 1

    Construct 2 version:

    R154 (but I haven't tried with the old versions)

  • Hello,

    I found that threat and it seems not to be resolved. I have the same issue on my game.

    My hero is using the platform behavior. When my fps is fine, I can jump over a wall corresponding to the jump high. BUT after testing my game on my laptop, which has a bad fps :

    Chrome / Nodewebkit : I can't jump over that same wall. My jump is less high.

    Firefox : I can jump over wall I shouldn't. My jump is more high.

    The jump should be fps independant but it seems it is not.

    So the player can definitly be blocked or pass an obtacle he souldn't if he has a bad fps. This is a HUGE issue.

    Any news about that ?

  • Cool! Needs some Tony Hawk tricks now! :D

  • Ashley

    I already use Webstorage to store menu options. It is stored into a global variable. But when I save the game, I have no choice but saving that global too. So when I go back to the menu, change, for exemple, the fullscreen to OFF, when I load the game it overwrite it to ON.

    When I add an instance of a persistant objet, for example more bonuses, they don't appear if I load the savegame.

  • Hello Ashley,

    I want to avoid the built-in savegame system because it seems to take a picture of the memory, like the save/load stats of emulators.

    It saves everything, objects without the NOSAVE behavior, the music and where it plays, the sounds playing while saving, all the globals..Etc.

    So after trying it, I bumped into some issues :

    -My main menus options are overwritten when I load my savegame

    -The music and sounds are playing where they stopped (I find a trick to avoid that but I would prefer not to)

    -When I add or modify elements on my game and load a savegame, those elements are not shown or not modified. (That's a real issue for testing or patching the game)

    -Probably other issues I've not yet discovered.

    All I want to do is to save and restore the stat of the persistant elements. That's all. And deal with Webstorage for everything else but I don't know if it is possible.

    Perhaps I don't understand how the load/save feature works but I feel like there's a lack of controls anyway.

    By the way, I'm also interested into a 'reset Persistant objects' because the only way to go back to main menu and start a new adventure is to close the app. (otherwise, all the persistant obj keep their stat)

    Sorry if it is confused but I have a non programmer eye.

  • In the build R151, there is a new thing :

    d"New common expression 'AsJSON' and common action 'Set from JSON'. These allow you to take advantage of the savegame system to save and load individual instance states without having to save or load the entire game, as well as other useful things like setting one object's state to another's."

    Can it be used to do what I'm looking for in that post ? If yes, how to use it?

    Thank you

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  • damainman BAKED!

  • tlarkworthy Thank you for the link. I'm trying to understand the logic of the plugin but I don't get it, even with the example.

    As I'm not a programmer at all, I have a lot of difficulties to understand those plugins. Sorry about that. I like when things are simple! But it's not always the case. ^^

    I don't know if it can do that : save the stat of sprites in a family and then load it.

         -SaveStat Family "one"

         -LoadStat Family "One"

    If a object has been destroyed, it is not recreated.

    If a block has been moved, it keeps its new position.

    If the door has his variable "Open=1", it keeps it.

  • Hello everyone,

    I'm not sure if it is possible but I was wondering if someone can do a plugin that load&save the stats (position, variables, destroyed or not...Etc) of objects with the Persistant behavior and only those objects.

    This can help me to easely keep tracks of any persistant objects of my game (bonus, moving blocks, door stat..Etc) and I can use a webstorage for all the globals.

    I'm trying to avoid using the save/load feature. (for many reasons)

    Thanx!

  • Thank you all !

    <img src="https://dl.dropboxusercontent.com/u/13847313/CoinOpStuff/Undergrounds01.jpg" border="0" />

  • valdarko Well I can't add a dictionary to an object. It's not a behavior, it's a project object. I don't know how to use the dictionary to say something like :"Hey, you see that instance bonus I've just collide with? Please remember it to destroy it next time.".

    I can do it with a global but I will have to do so many events for that. :(

    The Save/load feature is interesting for that work. BUT as it remembers quite everything, I discovered very strange ingame behaviors when I update my level design or include new objetcs. That can be a real issue for patching the game. And I still havedifficulties to autorize a modification in the main title options without overwriting it because of the state load on another layout.

    So I'm a little scared about that state save and if there's a alternative other than globals, that could be cool. :)

  • valdarko Mmmm yes perhaps dictionary can be a solution. But I never used one and don't know how it works. How would you proceed to check the stats of instance objects with a dictionary ? (If you don't mind of course!)

  • The undergrounds of CoinOp Story!

    <img src="https://dl.dropboxusercontent.com/u/13847313/CoinOpStuff/ScreenMine01.png" border="0" />