part12studios's Forum Posts

  • So the approach for store local (using cookies) doesn't carry over to apps? I guess the next step is to figure out how to write to csv.. and maybe a way to make the project smart enough to know when to support one or the other.. or maybe its easier to just make separate projects built off of one core version?

    seems like there would be a single solution to help insure that porting to all available platforms is as seamless as possible.

    Regardless, it's good to have an answer to the question! Thanks :)

  • Hi there,

    uber quick question. I recently got some awesome help in understanding how to save data to a cookie to track a players progress in a game.

    my question is...

    when we make a game for say.. windows 8.. iOS etc.. do we still use this approach for saving local data to the devices?   does the cookie essentially get wrapped up in the game? or is there a totally different approach for making a game save data for apps that are not web based?

    Thanks!

    Caleb

  • yea i was able to fix it in the latest version.. and able to reset the local data so i could blank it out.

    thanks for showing the fixed version of it! Great to compare approaches to this solution.

    I didn't realize i could do comments and groups either. Nice incidental lesson :)

    thanks!

    Caleb

  • OK! Got it. I see how to save and call data.. one thing that confused me (simply expecting it to be more user friendly) is when entering things like

    "set variable to yourVariable.LocalValue("PlayedAlready")

    why isn't there some intellisensing going on in this area? its smart enough to drop down when i reach .LocalValue am i missing something here? It would have just been easier to realize this area is in fact designed for strings of data.. not just a number (default is 0)

    thank you everyone for your help! i'm now able to do things like make a reset local data button to help test things.. my mind = wrapped around this =D

    Sincerely,

    Caleb

  • I'm back at it today and yea procrastinator i figured the merge/drag issue out.. it was subtle, but now i see how to drag without merging. Awesome!

    Now back to getting values to save.. so close!

  • awesoe thanks LittleStain that's awesome. I installed that one and all of those others as well since i'm sure they will come in handy eventually.

    I got the other way to work, but if i can figure out how to properly setup the conditions for this moveto to work i could see it being handy..

    thanks!

    Caleb

  • Ok we're going to get this thanks you your great help!

    So starting with your reply yesterday you mentioned to insert some stuff. how do i insert? I know i can drag added events from the bottom up top, but it seems to merge them with whatever they sit next too. Maybe this doesn't matter but it doesn't make sense that the two would be fused.. seems like it would matter if they are connected.

    I'm going to tackle this more tonight when i have some quiet time as this is taking some serious concentration to wrap my head around what is happening when..

    you all rock for helping me through this! :)

  • procrastinator and jayderyu thanks for that examples! very nice. but because what i'm doing isn't exactly the same i'm having trouble lining the two projects up..

    in your example "LevelReached" this is the key right? is this never declared anywhere in the project other than at that moment?

    i try to follow your example as close as possible, but it still doesn't seem to retrieve the data..

    here is a link the the file so far.. dropbox.com/s/y5169lh4ymoypqs/save%20values%20trouble.capx

    I have a text field in the first stage that shows 0 or 1 to help me know what the value is for "PlayedBeforeVar"

    probably missing one tiny thing, but for the life of me i can't see what is wrong.

    Thanks!

    Caleb

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  • Hi there everyone,

    I found this tutorial scirra.com/tutorials/266/webstorage-how-to-save-ingame-information which shows the process is pretty simple, but it still assumes I know something apparently I don't..

    the tutorial shows the command and such, but there is a gap. I'm not sure where this should go.

    my intention is to track when something has been done like "first time played" as a true/false condition for future visits.

    my assumption is that I add a webstorage object.. i then go into the event page and do a tough event when touching the start button.. i would want to pass a value at that time.

    however i don't see a "set local key" option in the system page. then each time the game is loaded i'd want to immediately check the webstorage data to see if its true that the player has been here before.

    Thanks!

    Caleb

  • LittleStain that's awesome. how do i install plugins?

    I downloaded rex_moveto but Windows 8 doesn't know what to do with it. I have the 64bit version running. Didn't see any folders that seemed obvious.

    Thanks!

    Caleb

  • ok using the bullet approach i got it to work.. somehow i had orphaned oneof my layouts from an event sheet not understanding how that worked.. so my earlier tests were failing

    had to throw my fair share of curses when i couldn't get a simple text field test to display in once scene and not work in the other.. ugh.

    but yea this is great. thank you so much for the insight!

  • you got it! :) that is perfect!   happy new years!

    Thanks!

    Caleb

  • EncryptedCow

    i'm interested in understanding this other approach you're mentioning.. it isn't clear though.. you mention:

    Object.Y > 100

    -> Simulate pressing up

    (Make sure you set it as custom movement in the properties)

    where would i put object.y > 100?

    i think i follow what you're saying using custom movement, but just not sure how i phrase it to tell the game to move in a direction until the objects y value is greater than 100..

  • procrastinator

    in the event sheet, you mean i select the sprite in question? when i do that, i don't see a condition "bullet set angle of motion". i have the set angle to yes in the bullet behavior.

    for angle conditions i see "is between angles" "is clockwise from" and "is within angle"..

    bullet conditions i see are "compare distance traveled" and "compare speed"

    thanks,

    Caleb

  • ok i did the editor thing with bullet. that makes sense. I couldn't follow the simulate press up stuff and custom movement.

    next it's about figuring out how to do bullet movement for a specific period of time. I see the "every x seconds" but not "for x seconds".