MPPlantOfficial's Forum Posts

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    Niiice!

  • At the risk of reiterating what has already been said, I only use Unity3D when I absolutely have to. Right now, I am spending most of my time on a Windows/Mac native game built in Unity3D. It is a traditional project, with 4 people working on it for three years before release.

    I do all of my contract work to pay the bills in Construct 2 and Construct 3 for HTML5. For the type of work I do, Construct 3 is about 10 times faster for 2D HTML5 projects. I wouldn’t be able to pay the company bills if I was hamstrung by the Unity2D workflow.

    This is the dream right here.

  • Hiya, you don't download a file to save the game. With local storage you set an item to array.AsJSON when you want to save it and then get the item when you want to load the saved array.

    Thanks. I figured it out

  • I created an array in the file section of my game via right click-> create file and filled it up with the data I wanted to. I managed to get AJAX to fetch it and put it into an array to be used in-game.

    I want the next time the player loads game to be able to access updated Array

    (has completed this level, has found bonus coin in this level etc..)

    so I attempted to download JSON file every time I complete a level or find and item but it results in "GAME_ARRAY.JSON", "GAME_ARRAY(1).JSON", "GAME_ARRAY(2).JSON", "GAME_ARRAY(3).JSON", "GAME_ARRAY(4).JSON"... AJAX does not seem to be able to find these downloaded array file and effectively progress is erased for every run of the game and the player would have to do a perfect run every time if they want to finish. At least that's how it seems when testing the game.

    I don't want to have to export and publish the game only to find the player is unable to save progress for each run.

    What do I do?

    Tagged:

  • Here is the link for the behavior(GOOGLE DRIVE)

    https://goo.gl/m1xyZe

    Hi. You have link to C3 version?

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  • hi everyone. is this behavior available for c3?

  • Do you mean Spriter? That was a one-time purchase and will include a free upgrade to Spriter 2 once it is released.

    Sounds good. Thanks.

  • what happened to email notifications for threads I am following I am not receiving any.

    also, what about post preview? will that be restored?

    Hi KenyonB I saw you in the Spriter forums. Is the program a lifetime one time purchase or subscription based?

  • MPPlantOfficial

    Regarding the Mobile Build Service, as what I've understood from Nepeo. There should be no build attempt limit, and the mobile build service is a built-in feature included in the Construct 3 Subscription.

    Although there is a Mobile Build Service size upload limit.

    Previously::

    +Compressed : 500MB

    +Uncompressed : 500MB

    Currently::

    +Compressed : 1GB

    +Uncompressed : 1GB

    Sounds good then...

  • I've increased the max size to 1GB for a trial, so please try out your project and let me know how you get on. If it turns out we can't keep up with capacity here it could cause issues so I may have to reduce this, but I expect the average project size is still going to be below 100MB anyway.

    Let's see how we get along anyway!

    Sorry to be asking this here but is there a limit to how many build attempts you can make with this subscription service?

    I wanted to ask the OP personally but there doesn't seem to be a message option on this new site.

  • > Now it's completely gone :(

    no it's not, the release page is still available

    Inaccessible as of right now. Also where's the tutorials section?

  • What folder did you put the audio files in?

    Audio not playing from the 'Music' folder has been a problem several years ago. Probably still not addressed to this day. I put all my audio files in the 'Sounds' folder now

  • I think this is true if you want your images to look better on a higher resolution screen.

    For example, let's say you make your game for 1080p screen and put two identical images on the layout - one is 500x500px resized down to 250x250px (resized on layout), another 250x250px (real image size).

    On a 1080p screen both images will look the same.

    On a 4K screen the first image will look slightly sharper than the second.

    But it will also use much more memory.

    I see. Thank you for clearing this up.

    Question now is, will the size reduction/scaling apply for both 1st and 2nd cases in the op post?

    Given both have same source images, one is scaled down in Sprite menu, the other is scaled down in side bar

    EDIT:

    When you scale down images in Sprite Editor, you reduce their quality.

    When you scale down images on the layout, you also reduce their quality and wasting video memory.

    So to my understanding, I should continue reducing them in layout to keep that sharp look for both small and large screens?

  • I think the best practice is to target one screen resolution (high enough, but not crazy high) and prepare all images for this resolution.

    So you export images in the correct size from some external program, import to C2 and use them without scaling.

    When you scale down images in Sprite Editor, you reduce their quality.

    When you scale down images on the layout, you also reduce their quality and wasting video memory.

    This was what I did when I first started but I noticed a decline in quality of the actual game on a phone with unscaled images compared to shrunk images.

    I found a quote by Toby that one should export images at 1-1.5x the size of your target resolution and have gone by this rule ever since.

    Can anyone confirm this?