TELLES0808's Forum Posts

  • Hello folks,

    I was wondering about a "saving" system and figuring out how it's used by Our Community.

    Basically, if you want implement a saving system, you'll have to do a lot of work making arrays, using ajax, etc.

    But, as an old user of RPG Maker, Indie Game Maker (IGM), GM, Stencyl, Express Game Maker, it's pretty deductible C2 will have one later, right?

    Before your comment, let's make the post content clear. Saving system for simple games should work using arrays, etc.

    But when you want make a RPG, where you need to store many type of objects and states, positions, etc, it become very hard, comparing with the other tools.

    So, that's why this suggestion was made.

    If Construct 2 gain a "save state" system, where you can simple make the system flag this event and then save the actual state of the game in a file, like a screenshot, but of the entire state of the game, would be great, easy and very intuitive.

    It'll need to come with a "load state" variable too.

    The intent of this feature is save the game as it's on the engine at the exactly moment of use.

    It's obvious it will need to care about conditionals where it can be used, and a anti spam system to prevent players to click on save 1000 times and crash the game.

    Please, it's not a personal request, I believe it will help a lot of people and make C2 grow more and more.

    When I come here to share something and suggest a new feature, you can be sure of a strongly motivation behind the scene.

    This is a link to the IGM Manual where they talk about the saving system of their game engine: Main link (search for Copy File on the index) or the directly link: Direct link

    nitialize All Memories & Switches

    When turned on, this switch resets the values of all memories and switches to the default settings.

    Save in File

    When turned on, this switch makes the save file (designated by the File Number memory) save the data of designated memories and switches.

    In addition, the number of saved memories and switches is also saved. If the number does not match when the file is next loaded, the Health Data Buffer memory will show an error value (a number other than 0).

    The save folder and save file name will be as follows:

    Save Folder

    If an Exported Game is Played and Saved

    If an exported game is saved during play, the save file is made inside the same folder as the one containing the *.actrom file.

    If Saved During Test Play

    If a game is saved during test play (launched using the Play Button), the save file is placed inside the optimal location such as the ACTKool.tmp folder automatically made inside a temp folder, etc. (The location will depend on the gaming environment.)

    File Name

    If the File Number memory's value is "1": _memory1.actsave

    If the File Number memory's value is "2": _memory2.actsave

    If the File Number memory's value is "3": _memory3.actsave

    If there is no save file by that name in the save folder, a new one will be automatically made.

    Overwriting an Identically Named Save File

    If there is already an identically-named save file in the save folder, the older one will be overwritten. If there are two or more exported games, make a folder for each game and place their *.actrom files in the respective folders.

    Read from File

    When turned on, data is read from the numbered save file designated by the File Number memory.

    Delete File

    When turned on, the numbered save file designated by the File Number memory is deleted.

    Copy File

    When turned on, data from the numbered save file designated by the File Number memory is copied to the numbered save file designated by the File Copy Destination Number memory. If the designated folder is not found, one will be automatically made. If there is already a destination save file by the same name, it will be overwritten.

    If in need of more samples, I can take some screen-shots.

    It and the suggestion about persistent layouts, would work like a charm for who wanna adventure doing RPG games on Construct 2

  • I think it can be done by using global variables or instance variables stored on a invisible global object, then, you restore it to each object.

    But would be a nice idea, indeed, but only if not affect the performance.

  • I have a sandBOX shared on the arcade, feel free to download the CAPX there and study the code.

    You'll be able to do it using the Platform Behavior.

    Good luck!

  • Hello,

    I did a video about the procedure. It's not related to a specific file, but to a procedure.

    youtube.com/watch

  • I have a sample here somewhere, let me find it (strange sounds behind the scene)..

    Here it's: scirra.com/forum/make-a-power-bar-solved_topic55529_post346560.html

    and

    scirra.com/forum/monster-problem-and-going-to-the-next-layout_topic55686.html

    xD

    You can make the life doing a instance variable on the object, and then, when a condition is meet (like a punch overlapping the object), make it add -1 of life.

  • Change proprieties of multi selected Objects

    The video will show the procedure.

    I believe a file here will not help, because it's more a procedure than a object bug.

    youtube.com/watch

  • Oh sorry, I did an exactly same type of topic as you, but with some procedure.

    scirra.com/forum/r100-c2-is-not-importing-all-frames-animated-gif_topic55985.html

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  • Hello Ashley.

    I'll not attach a CAPX because this bug is about a procedure.

    On the last releases, we could import animated GIFs just leaving the images on the canvas or importing it as "frames" when inside the image editor.

    Now, on R100, it's only working when you import the image dragging it to the canvas. It impact on Our job when we need to make another animation inside the same instance.

    How to reproduce the bug:

    • Start a new project;
    • Create a new sprite object;
    • Open the animation editor for this sprite;
    • Right click on the Animation Frame window;
    • Click on Import Frames;
    • C2 will import only the first frame, instead of all the frames;

    This procedure was working fine on the R99<

    Here is an animated GIF to make easy your job:

    <img src="https://dl.dropbox.com/u/47035927/02%20-%20Image%20Resources/01%20-%20Character%20Templates/01_standing.gif" border="0" />

    and a video of the procedure:

    youtu.be/D57RgpYgzGg

  • In my opinion, definitely! It has a lot of the functionality to make a pretty decent one right now. I'm waiting for a built in path finding behaviour, and then that's the next one I'm going to make!

    You're not interest in using a plugin? Arcade issues, We know =(

    scirra.com/forum/behaviorpathfinder_topic44444.html

    scirra.com/forum/plugins-behaviors-rez-repo_topic51087_post322118.html

  • download the magic8bit VTi and fruit loop, for example, and you will be able to create a huge amount of chiptune musics, but they have a lot of rules to be considered a real chiptune, it's not about just playing the music.

  • Ok, got it. I added a vertical sine behaviour to the far right platform (changed no other properties) and the jittering came back, the jittering is also in Chrome.

    That's why I told you about the CAPX ^^

    I can reproduce it here too, look like you need some conditionals to workaround or report it as bug and may get support.

  • Can you share the CAPX for who have the same issue see the solution?

    I'm talking it because many people is beginning and it can help them a lot.

  • It's already reported: scirra.com/forum/r99-saving-in-capx-then-in-folder_topic55351.html

    Thanks for sharing.