Pigpud's Forum Posts

  • Wow, can't believe I missed that. Thank you!

  • Hi.

    Every once in a while I accidentally move the tilemap bar out from under the tab where it is normally nested.

    Is there a way to move it back under the layer panel as a tab? Without having to reset the user interface each time?

    Thanks.

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  • Here's how I do it:

    Type_Speed is a global var set to 0.03 (or whatever speed you want).

    The important part is setting the text to the sprite font before you run the typewriter text e.g., Sprite font set text: "Hello World!"

    Hope this helps.

  • Hi Ashley.

    Thank you for the explanation and taking the time to respond. This helps a lot!

  • Hello Construct community!

    Recently I've decided to switch my game's save system from using local storage to writing save data with the file system plugin, since I'm planning to launch my game on Steam.

    Here are some questions I have about writing a file with save data:

    1. If I understand correctly, you need do something like this:

    Wherein you write a file called "Save_Data.txt" inside the app folder.

    2. What is the best folder to save the Save_Data.txt to? I've noticed there are other picker tags like "<current-app-data>", "<local-app-data>", and "<roaming-app-data>". Is there any reason to use or not to use one of these?

    3. Does the overwrite mode work the same as Python's open() overwrite mode, where It will create the file if it does not exist?

    I appreciate any thoughts or help on this!

    Tagged:

  • I would recommend designing your own save system with local storage and dictionaries. I've found working with construct's built in save and load features a hassle especially when updating games on itch.io. If the player has save data from the old version, updates the game and loads that save, it will load the old version of the game. This can break stuff that you might have added in the new version.

    Having your own save system allows you to have a lot more control over what you actually need save as well as overwriting and deleting data.

  • Hopefully this will be fixed in the next release.

    https://github.com/Scirra/Construct-bugs/issues/8802

  • Some areas I've been working on for my upcoming game...

  • Cool.

  • If you're talking about the Construct arcade, here's a post I did on this topic a while back:

    https://www.construct.net/en/forum/construct-3/how-do-i-8/reduce-exported-game-size-186192#forumPost1121841

    Hope this helps.

  • Wow, did you do the art? Looks really good!

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  • Okay sorry, I figured it out. It was a dumb mistake:

    I didn't need to add the "Photo" in the "Photo" & Photo_Array.At(self.X_Index), Since the array X value was already set to the full animation name I was setting.

  • Hi Lionz! Thank you for replying.

    I attempted to implement the system you've described, and for the most part I'm pretty sure I understand how it needs to work. The problem is that the photos don't seem to be updating their animation to the X value on the array that they are supposed to be displaying. (the animation names match the array values)

    Here's how I update the displayed photos.

    Here's the array, with some photos in it.

    When the gallery function is called, it creates four photo objects, each one has the X index they are supposed to display (0,1,2,3) in their X_Index var.

    I'm new to using arrays, so I'm not sure what I'm doing wrong here.

    Thanks for any help!

  • Hello!

    I'm stumped on how to tackle this system I've been trying to code.

    Here's how I want it to work:

    The player can collect photos. The photos can be viewed in a gallery in groups of four and can be looped though.

    What I can't figure out is how do I display these images in the order the player has collected them, and how would I display the remainder amount of photos at the end of the gallery if the remaining photos don't fit into a group of four before looping back to the beginning again?

    Any thoughts on how to do this is appreciated!

    Thanks.