mapmerry's Forum Posts

  • When I did this you can copy events over but where you are pasting it to you need to make the variables and objects with the same behaviors etc that the events use before you paste it into the new project.

    When I try out new stuff that might break the game I export again as a new project. Mess around and keep using my new project if it works or go back to the older project if it doesn't.

  • You might want to check if any code is using most of the cpu somewhere.

    Run the game in debug layout and switch the tab to profile. That tells you what percentage of CPU is being used where.

  • Might not help because I save differently but...

    If using local storage game files are in (main disk)/user/(username)/appdata/local/(yourgamesname.)

    I'm not sure if a savestate is also there I always use local storage for saving/loading.

    Ok now in steamworks.

    Setting up this way in root paths for windows:

    root: WinAppDataLocal

    subdirectory:(gamename)/Local storage <---This changed in the latest NW.js to a different folder position but still in this area so will need editing slightly)

    for the mac versions just do the same but set root to MacAppSupport and OS obviously to OSX.

  • My previous level designs probably did not ease you into the game well enough and had too much difficulty from the beginning. I'll make sure to add some gameplay elements in the beginning that will hint to you at everything the character can do better.

    Basically the game works in that when you slash it is one hit one kill apart from bosses then you have a slash gauge that needs to refill before the next attack. This can instantly be refilled from one big, 2 medium or 3 small enemies.

    The main second thing you need to use at all times is evading, it has a large distance and you are invincible throughout. It's what you'll need to avoid most attacks.

    I also do want the difficulty fairly high but hopefully not that bad that people would think it is nigh impossible to finish.

  • So now that I have released Eternal step I am going back to my old game that I posted here earlier.

    https://www.scirra.com/forum/pc-game-marauders-corona-of-the-sky_t87849?&hilit=marauders <--- old version

    I have learnt a lot since then so the games being completely redone in c2 and the animations enhanced with added shading. First bits of work done for this version:

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  • I found that starting big got me to figure a lot of things out I wouldn't have touched for simpler games so I don't think starting big is a wrong answer... As long as you know you probably won't finish that one.

  • Yes this is nw.js local storage is what I'm having problems with.

    It does not import the old saves of variable data in local storage from versions I make with the v12 and older nw.js to any versions of the game I make with the new c2 and latest nw.js.

    I get two seperate folders for each of the versions so I can play v1.2 of my game with older nw/c2 with all my saved data or play v1.2 of my game with the newest nw/c2 thats using a different save data.

    neither versions affects the other in terms of webstorage saving.

    My older nw.js saves go here:

    My newer nw.js saves go here:

  • Sadly there is no disable updates in steam option, it was replaced with update only when you load the game.

    When I put the older installed version from the site into the steam and then try the importing a shortcut to it method, that some people use for game mods, it shows as only the free version.

  • I'll give them a try next time II'm at the PC.

  • Thanks for the reply, it is essentially what I want to do but the problem is that I bought the steam version so I can't download an older version using the site and can't find a way to do it in steam.

  • So now my steam construct 2 has updated to the latest stable release that makes old local storage not work for my released game I update with new content regularly.

    That means any new update now will delete everyone's saves so I can't update anything to it now till this is sorted.

    Is there any way to make the construct 2 on steam not update to the latest build and revert to an earlier one?

  • People can play my game on linux running the same game files outside of steam but they get errors when trying to play it through steam itself.

    Is there something I have to do to make it run properly when going through steam?

    some comments I got:

    "yes, I can reproduce this (gentoo ~amd64, xfce4, nvidia-drivers-361.18, GTX 980 Ti).

    does nothing when launched from steam, works from commandline.

    commandline snip:

    $ ./eternalstep

    [19075:0115/165216:ERROR:browser_main_loop.cc(170)] Running without the SUID sandbox! See https://code.google.com/p/chromium/wiki ... evelopment for more information on developing with the sandbox on.

    [19075:0115/165219:INFO:CONSOLE(0)] "dopplerFactor is deprecated and will be removed in M45 when all doppler effects are removed", source: (0)

    [19075:0115/165220:WARNING:shared_memory_posix.cc(385)] Shared memory creation failed; out of file descriptors"

    "One interesting thing I noticed is that the game is technically running, but there is no window. I have to kill it from my task manager in order to attempt to start it again. I also noticed that when I run it from the console I get this message repeated a lot right when it loads.

    [6744:1218/181911:WARNING:shared_memory_posix.cc(385)] Shared memory creation failed; out of file descriptors

    I had plenty of memory available at the time I ran this"

  • Whenever I have a problem with the pin behavior I instead tell the object to position to another objects position every tick with the set position and:

    [object].ImagePointX("[imagepoint") [object].ImagePointY("[imagepoint")

  • Do you have the steam version and put all you projects files in the same folder as the .caproj? If so try exporting the game as a new caproj in a different area away from your music/sounds/art and opening that new version.

    When I did this it stopped a 5min+ wait on saving back to seconds and constant slowdown when using the editor after 10 minutes on my project.

  • I have just exported my game with v12 and then the same game again after updating c2 in steam and nw.js to beta 2.

    v12 still has my save files (local storage)

    When I open my game exported with beta 2 it loads with no saves. after making a save it works fine with anything beta 2

    when I reopen the v12 version it uses the old saves again.

    Currently local storage isn't backwards compatible with the earlier versions and uses different directories to look for local storage. My main problem is my game is released so I can't void everyone's data with the new update to nw.js.