Nindool's Forum Posts

  • 1 posts
  • I've been finding weird quirks and pieces of code that don't work with the Save and Load and I'm trying to compile a list in order to avoid these problems.

    A lot have been reported and fixed, while some are difficult to fix (e.g. github.com/Scirra/Construct-bugs/issues/9052 )

    I would expect the following to have some sort of problem but I've yet to test and/or discover any:

    • complex JS
    • heavy/slow loops especially with variables
    • complex hierarchies
    • complex timelines
    • complex flowcharts
    • some 3D stuff

    I'm not interested to hear "make your own system" since I've already done that, but when I participate in a game jam, I want to use C3's one.

    I'd like to know if anyone else has found info on what NOT to use since based on the manual, everything should work fine.

    Current issues that I'm aware of:

    1. Using Wait for previous action to finish

    Thank you

    Good thread to have. From what I've run into, instance variables on objects that are created and destroyed dynamically can be inconsistent on load if you're not explicitly saving their state before destruction. Worth being careful with any object that has a short lifecycle.

    Also had issues with global variables that are modified inside functions called from timelines — the save snapshot doesn't always capture mid-execution state cleanly, so if a save triggers during a timeline the loaded state can be off by a step or two.

    For JS specifically, any external state or module-level variables won't be captured by the save system at all since it only tracks C3's own runtime data. So if you're storing anything important in JS variables rather than C3 instance/global variables it'll be lost on load.

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  • 1 posts