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-gameOh, 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=RMsaveroom003global.obtainedghostmode=1global.defeatedboss001=1global.defeatedboss002=0global.defeatedboss003=0…and so onI'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?
With save rooms, that's all you would need to do. Just save your event triggers and save location. And any collection/point/ammo data too.
Event triggers are by far the most numberous. If you don't have a lot of cutscenes and/or repeated travel through certain areas, if won't be a problem.
If you're making a damn RPG, then event triggers alone will fill up your savefile. Hide the HP and level in there and nobody will be patient enough to find it. *snicker snicker*I've wanted the same thing for far too long. I would just hate to have to keep track of all those variables.
Obelisk, you were the one I wrote the goddamned Zelda save example for. Use it.
Use an array for triggers.
Good idea. But either way all the values will have to be written in. And you'll have to memorize which is which when you do checks (which shouldn't be too hard if you do the set and check with each other). Though I have to say, I've had trouble loading with for loops (though this was a 2D array). If you don't use a loop, you'll have to do it manually.
We wrote a custom save file system for Pokemon Twilight =p One nice thing is you can use ds_lists which can be converted into text for saving.
I agree with Kabob I use ds_lists to store data from text files
I KNOW LETS JUST WRITE IT IN C++!
No seriously i want to play this game damn it.Here's an idea:
Depths team:Graphics/Design: DSGProgramming: blackholeDepths C++.