AnD4D's Recent Forum Activity

  • No. Only if you choose to disconnect from the room or server.

  • Can anyone tell me roughly how large a save state in Construct 3 should be?

    My game is pretty small, but when I save the main menu, the F12 console shows:

    Saved state to storage (753368 chars)

    and when I save the main game, it says:

    Saved state to storage (1723333 chars)

    Is that far too much?

    I only started looking into it, as I'm getting moments where the game appears to fail to load, but still loads. So that game is loading the save file, but not triggering any of the actions associated with "Load Complete".

    No idea if this is a glitch, or something I've done wrong.

    Edit - Interestingly, I have to set up an event that reads on "Load Failed" do the actions, and it works, albeit in a weird glitchy way.

    Yeah, my vote is for bug.

  • One more possibility to consider: does your tilemap exist on the layout in the layout editor? If it doesn't, the texture needs to be loaded into memory on creation, which may result in a visible delay.

    Why are you using a tilemap to black out/fade in instead of a layer background, sprite, or tiled background object?

    Having it on the layout seems to have fixed the issue... I hope.

    My mistake, I actually meant tiled background. It's a solid black.

  • This isn't a problem when I create a sprite at the start of a layout, so why is it a problem if I create it on load?

    I'd have thought the two would be relatively similar. My use case is a prime example of how one works and the other doesn't.

    There should be a single frame pause before everything is rendered.

  • oosyrag But I want it to save the game at the end of each turn. If I create the tilemap when I save, I'll instead have a black tilemap appear constantly.

  • When I load my game using the system save/load, I have an event that creates a black tilemap that will fade out.

    So...

    On load complete, create tile map, fade out tilemap.

    This should create the effect of a smooth fade in effect.

    However, there seems to be a single frame where the game is loading before the tilemap is being created.

    So I see the level for a frame, then it goes black, and then it fades away. Rather annoying. Any idea how I might resolve this?

  • That got it, thanks!

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  • With a mouse, I can do Mouse.X("LayerName")

    However, I can't do this with any other object.

    Say I want a special effect to occur at the position of a sprite on a 3D layer. At the moment, my camera zooms in on an object, almost centralising it to the screen. The effect is then generated, but it's created at the position of the object... based on its position on the canvas.

    So if the object is 100 pixels from the edge of the screen, the camera will zoom in on it, then the effect spawns on the 2D layer, but appears 100 pixels from the edge of the screen, rather than on the object.

  • In runtime debug, I'm able to move the z elevation of a drawing canvas, however, I can't in the event editor.

    Is there a reason for this?

  • Got to admit, it's a little frustrating that there's no support staff on a weekend.

    My game is a week from release, and I found a bug, but I'm locked out of my account.

  • Probably local storage file is stored in NW.JS folder, so if it rewrites whole build, than files just disappear.

    NW.JS folder? Where's that?

    Also, it only seems to happen when I change the game's project version number.

  • Thanks fedca

    That's a relief!

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AnD4D

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