mayhamurasaki's Recent Forum Activity

  • Jase00 You are completely correct.

    I was making some changes to the code today, and everything indicates that it has to do with dropping frames along with platform behavior and overlapping events.

    Since Framerate Mode Fullframes requires the computer to process all frames, this ended up solving the problem. But I don't know how much it can affect performance.

    It is also difficult to test, as I depend on something working very poorly, such as low FPS monitor, video card or even processing. This explains why there were changes according to the browser.

    Btw, Framerate Mode explains, but I did not understand the function of the Use worker.

    I never thought I could have done that kind of movement with LOS. Is the raycast made in proportion to the character to detect walls?

  • Hello Ashley

    I had two more feedbacks from people with the same bug. The way they play is clear, they force the character on the wall during a walljump.

    Even so, I couldn't represent on any of my 3 computers with different performances (a good one, a medium one and a terrible one).

    After MANY tests with one of the people who had the problem, this started to happen only through FireFox. As you said that the browser would theoretically have no difference, I made some more adjustments to the advanced engine settings.

    Apparently, the only setting that "fixed" the problem, was to change the "Use worker" option to "No", and "Framerate mode" to "Unlimited".

    I tried the separate settings and were unsuccessful.

    What can that mean? That the computer is skipping collision frames?

    The character clearly teleports from one side of the wall to the other. It appears that the program tests the player's collision only when it is already inside the solid object.

    I am not accusing a bug in Construct, but trying to understand what may be happening, or where.

  • xahdy My Steam Cloud it's not working yet, I found some miss configuration on Steamworks today, probably it's working now, but I haven't test on other PC (I looked on Steam game and now there's files uploaded).

    Can you show how you configured?

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  • I think it's confirmed. NWjs is saving to the IndexedDB folder. Testing by deleting this only folder in middle of another files.

    I also found this topic that teaches how to make a "copy" of the save in a custom location, but using the default "Save State", not Local Storage.

    construct.net/en/tutorials/save-load-game-specific-1054

    Anyway, it is likely that I can do it in a similar way if necessary, or just save the "array save content" in a file with NW.js plugin.

    Thanks Mikal for your suggestions, I'll probably work on this way and test your plugin on future :)

  • No problem about "determined hackers", but I don't know how to do this encryption anyway. It's a good idea for a future game, if I can learn that.

    I've been studying about Local Storage, and looks it's works different for each browser (a different local save local for each one). But on NWjs it's a general path. I couldn't locate this yet :(

    In "IndexedDB" folder are located some files related, but idk if this was make by NW.js or just the browser preview...

  • That way the save will be a just text file?

    It's the same manner I get a .json file, read, and put this data on a dictionary, but inverse way?

    It's an idea.

    But I think it would cost me a lot of time to make the change, and it would be extremely simple to manipulate a text file with exposed variables.

    I'm using Construct 3, so I believe that if I keep Chromium Exporting in the same version, I don't risk the saving folder change. But I don't know how NWjs is going to work exactly on C3.

    Your plugin has interesting functions. What cloud does he use? I can use it in a mobile game

  • No, the game is loading the save file on "Default" folder, on this patch. I have tested by oppening on Steam in two computers.

    But the Deafult folder has too many files in it, probably not all related of Save Data.

  • Hello!

    How do I manage the Steam Cloud, using Local Storage on my game? (to be more specific, where's the save data path of C3 Local Storage?)

    I thought that the local storage stored the data in the following path:

    %USERPROFILE%/AppData/Local/MY GAME/User Data/Default/Local Storage

    Resulting on Steamworks:

    Root: WinAppData

    Subfolder: MY GAME/User Data/Default

    Default: *

    But I did some tests with a Pen Drive, and the save is only recovered after passing the entire Default folder.

    Is there a specific folder inside it, which stores only the Save Data, so that I don't pass useless files?

    Thanks!

    Tagged:

  • Hello Scirra team!

    I have a game published on Steam, and I received a report from a user with a bug where the character could cross the colliders (solid tilemaps, and sometimes just triggers) in some situations.

    After testing on several computers, with suspected performance or updates, I was unable to reproduce the problem. So, I exported it in HTML5 form and asked the user to test it in different ways.

    It was seen that through the Google Chrome browser, the bug persisted. While the same did not happen with Microsoft Edge.

    The user has more updated Chrome, compared to my own version.

    In a curious event, the player noticed that the bug did not happen in Chrome after opening the Valorant game in the background.

    What can I do to find the problem? Why can this be happening?

    We already checked if the browser ran webgl2.

    The only thing I didn't do was ask the user to clear the browser's cache.

    It is a very strange problem to require such action in a game that will be released shortly ... Any solution?

    ---

    You can play and test the Demo version of the game by yourself:

    store.steampowered.com/app/1389120/Dojoran

  • Thank you for playing !

  • clock no money for iOS ;(

  • zabo I'm glad you liked it!

    For now it seems that I had problem with Android versions below 8.0. Not in every mobile, but in a good part.

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mayhamurasaki

Member since 4 May, 2019

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