Pigpud's Forum Posts

  • Okay I did what you said but I'm getting some weird results...

    I set the dictionary's key value to the box once it's destroyed:

    Player on collision with Box, Box Destroy and Dictionary add key "Box." & Box.IID with value Box.AsJSON.

    I then save the dictionary to local storage when I call my save function:

    Local storage set item "Box_Data" to Dictionary.AsJSON

    After I load the Dictionary from local storage I then "load" the Dictionary keys:

    System on start of layout, Box set from JSON: Dictionary.Get("Box." & Self.IID))

    This is the problem: If I destroy the boxes and save, exit the game and load, the destroyed boxes are not the boxes the player destroyed but rather random ones.

    I've been going through my code but still have no clue to what I'm doing wrong.

    Thank you again for any help!

  • Thanks for the reply!

    I'll try out what you said and see how it goes.

  • Wow!!

  • Hello! Lately I've been getting familiar with using local storage to save a whole "Dictionary" object and use it for a save system. But the one thing I can't figure out how to do is this: How do I save the states of many objects? If a layout has fifty boxes and the player randomly destroys thirty of those boxes, how do I save all of the destroyed boxes states and "remember" the boxes that were destroyed when the player loads their save?

    Any thoughts or help would be greatly appreciated. Thanks!

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  • Looks cool!!

  • Dang that's what I feared. Thanks!

  • When I resized a tilemap, exited out of the tilemap editor and hit the undo button and the "Oops something went wrong" error message popped up displaying this info:

    Error report information

    Type: unhandled exception

    File: editor.construct.net/r407/main.js, line 1084, col 505

    Message: Uncaught RangeError: Invalid array length

    Stack: RangeError: Invalid array length at Array.push () at bp.EWb (https://editor.construct.net/r407/main.js:1084:505) at bp.trb (https://editor.construct.net/r407/main.js:1085:86) at cWb (https://editor.construct.net/r407/plugins/allEditorPlugins.js:48:65) at editor.construct.net/r407/plugins/allEditorPlugins.js:357:437 at $v.rp.d9c (https://editor.construct.net/r407/projectResources.js:950:76) at m2b.Instance.Jg (https://editor.construct.net/r407/plugins/allEditorPlugins.js:357:236) at d.Jg (https://editor.construct.net/r407/projectResources.js:894:373) at d.Jg (https://editor.construct.net/r407/projectResources.js:1461:315) at d.Jg (https://editor.construct.net/r407/projectResources.js:1415:3)

    Construct version: r407

    URL: editor.construct.net

    Date: Sat Sep 21 2024 14:09:44 GMT-0500 (Central Daylight Time)

    Uptime: 1037 s

    Platform information

    Product: Construct 3 r407 (stable)

    Browser: Chrome 129.0.6668.58

    Browser engine: Chromium

    Context: browser

    Operating system: Windows 11

    Device type: desktop

    Device pixel ratio: 1.25

    Logical CPU cores: 16

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/129.0.0.0 Safari/537.36

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (AMD)

    Renderer: ANGLE (AMD, AMD Radeon(TM) Graphics (0x00001638) Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_render_snorm, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_mirror_clamp_to_edge, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_sample_variables, OES_shader_multisample_interpolation, OES_texture_float_linear, OVR_multiview2, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex, WEBGL_stencil_texturing

    Now whenever I try to open the project this message pops up when the project is finished loading.

    I also unsuccessfully tried to replicate this issue with one of the example projects.

    Thank you for any help!

  • You might want to post a link to the game...

  • Gillis Whoa!! The art is amazing!

  • Cool game! Congrats!

  • Thanks for the response Igortyhon!

  • Is it included in the exported game?

    If it is, is there any downside to keeping it in the game?

    And just for clarification, I'm not talking about disabled groups.

    Thanks in advance!

    Tagged:

  • Also i think the debugger itself can contribute to a high CPU usage.

    I actually found this to be the case in a CPU issue I had a while ago. jackpodon It can be handy to make your own CPU monitor separate from the debugger as described in the construct manual...

    https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips

  • tkyakow

    Wow!! Art and animations look great!