MoscowModder's Recent Forum Activity

  • I managed to get the game to check for solving the puzzle and also tidied it up in general. You move the tiles by just tapping them (makes it easier and makes less bug potential). Not all of the tiles will move for some reason, but testing on a touchscreen device is kind of a pain for me so I'll let you finish it.

    Here's my updated file.

    dl.dropboxusercontent.com/u/811222/Temp/blogz.capx

    (File will be deleted after a while)

  • Hello Construct 2 community! Please go easy on me as I'm new to the whole hiring an artist thing. I've got this great game, Carnage in Space 2, and I want some great graphics to make it reality.

    As the name suggests, this is my second entry in my Carnage in Space series - I've already released 3 smaller games before now using a simpler game engine.

    I have a fairly large prototype available, which has many of the game's features implemented... but of course it's lacking on level assets.

    I am able to create player and weapon sprites for myself (though I wouldn't mind if you wanted to touch them up!); the biggest thing I'm lacking is level design and especially level graphics.

    But enough of what I'm missing. Here's what I have!

    <font size="6">Carnage in Space II Prototype</font>

    (Works best in Chrome; not tested in other browsers)

    The game in action

    <img src="https://dl.dropboxusercontent.com/u/811222/CiS2/Screenshots/Prototype%2013-11-08.png" border="0">

    Style:

    I'm hoping to complete this game in something reminiscent of SNES-era graphics - pixellated but not so much that you can't tell what everything is. Basically, something like what I've got right now.

    Pricing:

    Up for debate! Take note I'm a poor college student without a full-time job, but I would be willing to work out some compensation for your work.

  • Hey, awesome! This should also make multiple save files much easier in the future. Thanks!

  • This is driving me crazy. I have a "sophisticated" storage system that seems tidy in theory but in reality introduces a lot of bugs.

    This is all of the player's data, scattered around several objects:

    * Player: Health, ammo, etc; resets every level

    * PlayerStats (Global Dictionary): Equipped items, number of upgrades, current money; saved to WebStorage as JSON every level/change

    * BoughtItems (Global Dictionaty): Which items have been bought in the store (only one per category can be equipped; that's saved in PlayerStats); saved to WebStorage after every purchase

    * LevelScores (Global Array): Highest score on each level; saved after every level

    * LevelStats (Global Array): Current in-level stats (kills, damage, etc) used to calculate your score. NOT saved to Webstorage.

    Is this a good way to manage a large assortment of data? Or is there a better way to keep track of all these numbers?

  • Wow, that was amazingly simple! Thanks!

    EDIT: Bonus question: how do you save objects to a JSON file (or multiple, but preferably one) and load them from said file to transfer save files between computers? Or better yet save them to Dropbox?

    EDIT 2: Never mind the Dropbox; I think the plugin for it should be simple enough when I want it. How about basic save&load to/from file, though?

  • I have a global Dictionary in my project that I want to use to track statistics like current money count, number of HP upgrades, etc. I also want to save these values to WebStorage.

    I want to:

    1) Load values from Local Storage when the global Dictionary is created

    2) Save values from Dictionary to Local Storage when they are altered (or at the end of a level)

    How can I do this? Is a global Dictionary the best way to go?

  • Well, I guess that works. Thanks!

  • In my game, I need to be able to send data pertaining to your score (killcount, time, etc) from one layout (the level) to another (the scoreboard). Is there a way to pass a variable or array like this, or will I just have to use global variables for all of them?

    Thanks!

  • Oh, awesome! Thanks!

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  • I would like to save data (currently a high score but later stuff like stage-specific scores, inventory, etc) in my game, but also release it on multiple platforms. The trouble is, web apps use LocalStorage, and Win8 apps use the Win8 object, so it seems like I need to use something like this:

    Create default score:

    If HTML5 ...

    If Win8 ...

    Load:

    If ...

    ...

    Save:

    ...

    ...

    Does it have to be that complicated, or is there a unified method to save/load no matter what the platform? And I'm not talking about saving/loading the game's state - I'm talking about scores and inventory and stuff.

    Thanks!

  • I knew that...

    So yeah, thanks.

  • I just updated because GenkiGenga's example was made in r133. UGH.

    I'm still pretty clueless on this problem. HALP.

    Edit: Wow! Found the problem. The bullets were being created to an invalid layer, so the game must have picked all bullets instead of the non-existent not-actually-created ones.

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MoscowModder

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