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Alfred Alves

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A member registered Apr 16, 2017 · View creator page →

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I think the Application.persistentDataPath changes when we upload a new build too, maybe using a different path would work.

Also, we could implement a SNES-like password saving system, it's not a stylish solution, but it's maybe a good temporary one.

I found this article but I didn't have the chance to test it out yet. I will probably have time for that later next week. If anyone have success following the article before I can try it, let me know and I will change the original post and the title so people can learn about it.

(Edited 1 time)

Yeah, it looks like there's no way to fix this... I'm looking for an alternative way to save data.

For those who find this post after searching this problem on google, I'll be editing this answer to include any interesting stuff I find.

I'm currently trying to follow this -> https://unity3d.com/de/learn/tutorials/topics/scripting/persistence-saving-and-l... It's kinda old but I think it still works in newer unity versions. This doesn't work because it involves creating a file and, for security reasons, WebGL is not able to write files. (It's still a good way to save files on other platforms though).

I'm still searching for PlayerPrefs alternatives.

Hi, I'm developing a, HTML5 game that uses playerprefs to store data. It works perfectly.

BUT

I want to keep updating the game based on feedback and stuff like that, and when I generate a new build of the game and upload it to the game page, the playerprefs get lost and the player loses all progress.

Does anyone know if there is a way to upload a new build without losing the playerprefs saved data?

I already tried saving it with the same name, but it always resets everything.

halp pls

Hi. Thank you very much for the feedback, it means a lot!

You gave some very interesting ideas here, I personally loved your point of view on number 1.

I must admit that the machine gun thing was funnier / better in the original idea (it featured a chicken defending itself from people). Anyways, I will definitely take notes on everything you pointed out here. Maybe update the game a little, but most of it will help me shape my next project for sure.

Again, thank you for playing it and thank you for sharing your thoughts. I hope to hear more from you in the future, I'm totally gonna check out you games and if I have something to add I'll drop some comments as well.

Cheers.

(Edited 3 times)

Hi,

I have been testing out game development workflows and here is my second attempt to do something. I worked on this game for about 4 weeks and would appreciate some feedback. This game is a modified version of a global game jam idea from the year where the theme was "Ritual" (a forgot which year it was).

Pigeon Meltdown is a shooter game where you have to compete against other pigeons for popcorn in a square. You have a machine gun that you can use to achieve that goal, but it's bullets are made of popcorns and you have to use it carefully because you need 50% or more of the day's total popcorn count to level up. Each day that you survive, more pigeons appear and more popcorns are thrown, the goal is to set or beat a highscore.

Gameplay video:


You can download it here https://aalves.itch.io/pigeonmeltdown