[DSG] - Who wants to play Depths?

Posted by DSG on Aug. 14, 2010, 9:51 p.m.

We've run in to some problems.

BUT, before we get all depressed and contemplate suicide, I have new screenshots!

UPDATES: New hud, and I implemented ladders! They're fully functional, and it looks alot better in game as opposed to screenshots.

Anyway… I'm working on a save and load system that works like any old run-of-the-mill save system like you'd see on a gameboy game. Well, there's the problem. I don't know how to make one… because I suck. I want one that you can save your progress in 3 separate files, and when the exe opens, it always starts at the beginning screen yet will still remember the progress on each file. I want it to work just like a save system in any old video game e.g. Super Mario 64, Metroid Fusion, etc. I would assume the data would have to be saved externally, like maybe in a .dll or some text file that the exe can read in-game and write to in-game

Oh, right. I said you could play Depths.

Well, I need someone to program in the save system… because programming is not my forte and for some reason I just can't get this down. So therefore, I'd be giving them the .gmk file.

Depths is being built in GM7. I do not have GM8. So, you'll have to work with it in GM7. I need 3 save in the game, and I need it to remember what room he saved in, and a buttload of variable values.

e.g. let's say you just beat the first boss and go to save. Some of the variables in the game will look like this:

global.saveroomused=RMsaveroom003

global.obtainedghostmode=1

global.defeatedboss001=1

global.defeatedboss002=0

global.defeatedboss003=0

…and so on

I'll need to have the game save those variable values to an external file [unless you can make it work without one… somehow] and be able to read them when I run the game and tell it to load SAVE A for example.

Any takers?

Comments

KaBob799 14 years, 4 months ago

Well you can do that with the GM save file system or program your own by saving the values into a text file. I could program either way. I can even make it so that it can read a player name and other variables out of a GM save file, so you can have save file info on the load screen. So basically, the question is if you want to use GM save files or custom save files.

DSG 14 years, 4 months ago

Well, If I can use the GM save files without it loading exactly where I left off. The problem with that is when he saves, after it saves there's a saving animation. If it saves right before that, then when you load it, it'll show that saving animation and players will be like wtf.

Castypher 14 years, 4 months ago

The question is, who DOESN'T want to play Depths?

And save systems like that is one thing I do particularly well. The only issue is how easily editable it is, unless you have so many variables that it's hardly possible to get what does what (though, with a little experimenting, it's not that hard).

Reading save files onto the screen is fun and makes it look a lot cooler. I've done a similar method. So if Kabob is too busy, I'll do it too.

KaBob799 14 years, 4 months ago

That shouldn't be too hard to get around.

edit: oh yeah, also forget to mention that GM save files often break if the game is updated. So if that's a problem, it might be better to go with custom.

Castypher 14 years, 4 months ago

Well, custom save files can do that too, unless the updated game has end-of-file checks upon loading.

DSG 14 years, 4 months ago

lol should I finish the game before making a save system?

KaBob799 14 years, 4 months ago

Yeah but it's impossible to correct for with GM save files. If your save file stops working, your doomed. With custom save files you just need to add code to update old save files if something needs changed. With GM saves its a lot easier to mess them up to, because they save a whole lot of stuff that might not need saved.

The more complete a game is the less work will need to be done updating a custom save file script.

Scott_AW 14 years, 4 months ago

Of course I want to play it!

Castypher 14 years, 4 months ago

Yeah, it was only recently that I thought of the way to update old files. Simple, simple.

DSG, you can implement it whenever. I usually do it first thing, starting with the name and variables you choose at the title (difficulty or whatever), then update the file with new variables as I add the features associated.

If you do it at the end, though, you have to have a good memory of what needs to be saved. In your case, you could do it either way. In the case of an RPG (mostly those with a lot of stats), doing it at the end would be the worst choice.

KaBob799 14 years, 4 months ago

Just write down every variable you need to save while making the game.