The_GD's Recent Forum Activity

  • NW.JS is chromium based, not exactly chrome. And any way for every user path would be unique

    Because of the user name, yes. But Steam knows that and he skips that right to the "\AppData\Local\" part, which would be the same for all users. So it should be fine

  • Check the files of NW.JS folder, could be

    UPDATE-2: it seems that, despite the folder having a "chrome-extension_ccnecb..." name, the 000003.log IS ACTUALLY the save file (when I try to Delete it - the error pops up, saying that NW.js is using this file; and everytime I save my game in the NW.js build - the date of the file is changing). So it seems that NW.js is somewhy using chrome saving system. Maybe because I have this browser as a default?

    ...But that means that I not only have to figure out the user's name but also somehow know what browser is he using. That's terrifying... I'm not sure how to do that or if that even can work. I guess I'll have to give up on Cloud saving =(

    UPDATE-3: So a friend of mine told me that NW.js may actually be using chromium (thus the extension in the file name). I'll try using this existing path and see if it works

  • But NW.JS is technically A browser

    UPDATE. A friend of mine helped me to determine some of the path, but I can't determine which one is the exact NW.js save file. The path on my PC is:

    C:\Users\Andrew\AppData\Local\LawsOfNadragia\User Data

    However, there are a lot of files there. I think I've found the save file I made when I was using Google Chrome while I was testing Local Saving through the browser. The path is to the 000003.log file which certainly has the values I've been saving (if you open it by notepad). But it's Chrome, can't find NW.js yet...

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  • I could be mistaken, but: w3schools.com/html/html5_webstorage.asp

    https://blog.logrocket.com/localstorage-javascript-complete-guide/

    Thanks, but I'm not really sure how that helps, maybe there is miscommunication between us. I'm saving my game via Local Storage(!) object and building my game via NW.js (PC build). I need to know where the Local Storage object saves the files with a player savegame. I'm not(!) releasing my game by HTML build.

  • So here is what you can try. You can, using NW.JS object - create a save file in BinaryData and then use a BinaryData file as a save. It is difficult to use, but I think is possible. And exported project have to be in NW.JS, which takes a lot of additional space.

    That would require me to remake ALL of my saving system (and I save like hundreds of different values). It took me several weeks to make it right. If that's what it takes - I'm better off without Steam Cloud saves whatsoever.

    But doesn't ANYBODY knows where Local Storage saves are located? It would be much simpler, I think, to just tell Steam Cloud the location of the file. Or am I missing something?

  • Hi. I'm using Local Storage to save information about players' playthroughs and I'm planning on releasing my game on Steam. The saving/loading works perfectly, however, I can't find any information on where to look for the save file on the local hard drive?

    The C3 documentation just says "The Local Storage plugin can store data locally on the user's device" but it doesn't say where it does on PC, for example.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/local-storage

    I've found a similar discussion here, but it looks like the developers could not find the solution:

    construct.net/en/forum/construct-3/how-do-i-8/work-steam-cloud-local-storage-156203

    Here people discussed a bit further on how to link Steam Cloud with a save file, but still - no data on where the save file may be located:

    construct.net/en/forum/construct-3/how-do-i-8/work-steam-cloud-local-storage-168613

    Please help, thanks!

    Tagged:

  • Hi. While I'm working in the engine online - everything works fine.

    But I've tried exporting my project by NW.js and launching the game... The window opens up and it's just black screen. Not even Contruct 3 logo at start.

    The console show me an error. Please tell me how to fix this:

    Thanks

    !!! UPDATE !!!: I've finally found what is the root of the problem. It's the CSVtoArray plugin I've used. I seem to have downloaded it from here: rexrainbow.github.io/C2RexDoc/c2rexpluginsACE/plugin_rex_csv2array.html

    This plugin seems to not be working with webworker. But I really need my project to be able to read external CSV files and convert them into arrays. Anyone can help me, please? Is there anyone who knows how CSVtoArray works and can make it work with webworker?

  • SOLVED. Here is the solution (use angles instead of next pathfinding nod position):

  • Here is a video, showing the sudden mirrored changing error I have:

    youtube.com/watch

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  • Hi. I'm using pathfinding behavior to move my character. I want my character to be looking on the left (be mirrored) when he is moving to the left and looking on the right when moving right. Seems easy: I just need to know where is his next node he is moving to located and if it's X position is higher than my characer - set not mirrored, if it's lower - set mirrored.

    However, there is a problem. When moving to the left - he is looking to the left always. But when he's looking on the right - he first looks to the right but then right when he's near his last node (without an obvious reason) he starts looking left, then right again (all while looking right).

    That's headscratching. I've thought that maybe pathfinding thinks that it reached it's final node too soon, so I've tried updating mirrored not every tick, but on reaching next node. There is no "on node reach" pathfinding condition, so I had to make 2 new variables: one will hold the information of current node, the other one will change when the node will be reached.

    But that did not help as well... Anyone have any suggestions? I can't seem to find any tutorial where pathfinding is being ised in isometric perspective (instead of top-down where character do rotates with pathfinding). Thanks!

  • Hi. So I've just spent about 4 hours trying to identify why doesn't my Timeline "on keyframe reached" (any tags) condition does not trigger. I've made a master keyframe with a tag, made the condition, specifically copied the name of the tag (so that no typing error occurs or anything). And it still wasn't working properly!

    I've rewatched the scirra's Timelines tutorial for dozens of times, tried to replicate the moment where the gentleman speaks of tags.

    youtu.be/UOIVewfXL98

    Have you quessed already what my mistake was? Yep: the bar on the left requires the tag to be written without these "", while the condition asks for a text with these "". As a result - the engine probably saw the name of my tag as ""trialpreparenpc"".

    Why am I writing this? First of all, out of frustration (sorry, I needed to chill a little). Secondly, things like that needs to be documented in some way or another (or - which would be better - tags I write on the left properties bar should visualise getting "" after i write them so I can see them duplicating). At least make small remark in tags help that "" are not required here.

    I know in the end I still managed to figure out the problem (and it was my fault - not the engines bug or something), but small things like that increase the learning curve exponentially for new developers. Thanks

  • Okay, figured it out.

    Apparently, the condition "on timeline finish" checks not for a timeline of a specific name, but instead for a Tag (that was assigned to a timeline at the moment of starting it). So my mistake was to put a timeline name into the condition instead of tag.

    Not very intuitive, I would say. I just wanted to check for a specific timeline ending, there was no need to get tags involved IMHO...

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The_GD

Member since 18 May, 2021

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