Ok, someone please help me with this cause it's got me tearing m hair out,
iv studied the save systems at work in the Sample Games and thought it would be easy enough to build my own save point based one in my game but NO! no matter what i do i cant get it to work, im pretty sure the problem is that im not 100% sure how the 'read from file' and 'save in file switches' are suppossed to be used, anyone whos figured this out please help as i reall dont wanna make a game that has to be completed in one sitting
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SAVING!!!
#2
Posted 26 April 2011 - 09:51 AM
Calm down silious, it's easy as you can say "easy".
First of all, you will have 3 variables to work with, they are:
- Read from file;
- Save in file;
- Initialize All Memories & Switches;
Read this: http://www.igmbrasil..._savememoryhere
So,now, you'll learn what is not written there =]
Start doing the menu, like that menu I did in my game (Equilibrium), with the "Open" Button, there I placed 3 sub buttons called by "Save One", "Two", etc. So, I saved 3 times my game and placed the 3 saved files in the same folder of the final release, and there all the files will just miss the Intro and start the game at the first episode, I did it to make easy my job at this time, but later I'll do a system to check a secret file saved at number 99, that the player don't have access and all the times the player save the game he will save two files, the file he selected (1, 2 or 3) and that one, who will alway be loaded in the first scene, so, if the player already played the game, I'll open the file 99 every time he started the game and it will be checked to be loaded and miss the intro animation, jumping directed to the menu, where will have the "Continue" and load buttons.
In small steps, to load a file is very simple, but you can't do it easy when testing, so, I recommend you to understand the help file using it with the Poponta (HD Sample) RPG Game, where have one save system. Well, continuing, to load the file you'll need to select the variable of the file, so, I saved one game with a gadget or menu button, just using the "Switch" made for it, when you turn it ON, it will save a file with the number you did in the variable "File Number", after it, turn OFF the switch.
There in the initial menu, do it, just make a gadget (to simulate a menu, like I did) or a menu with that buttons to load and continue, make to change the variable number of the "File Number" and turn ON the Switch to "Read From File".
It's it, simple. But, if you wanna do a complex system where the player can save, like a "Reset Button", just make sure to turn ON the switch "Initialize all the memories" and turn it OFF right after (that's how I did my "Repeat Intro" Button, reseting the BGM and movie sequences.
First of all, you will have 3 variables to work with, they are:
- Read from file;
- Save in file;
- Initialize All Memories & Switches;
Read this: http://www.igmbrasil..._savememoryhere
Quote
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:
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.
↑↑↑Save Switches Up to Here↑↑↑
This is actually not a switch per se, but a placeholder. All the data of the switches above this notation will be saved in files. The data for switches below this notation will not be saved. (You'll need to save everything (about variables) over this text to maintain it in the saved 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:
Quote
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.)
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.
↑↑↑Save Switches Up to Here↑↑↑
This is actually not a switch per se, but a placeholder. All the data of the switches above this notation will be saved in files. The data for switches below this notation will not be saved. (You'll need to save everything (about variables) over this text to maintain it in the saved file.)
So,now, you'll learn what is not written there =]
Start doing the menu, like that menu I did in my game (Equilibrium), with the "Open" Button, there I placed 3 sub buttons called by "Save One", "Two", etc. So, I saved 3 times my game and placed the 3 saved files in the same folder of the final release, and there all the files will just miss the Intro and start the game at the first episode, I did it to make easy my job at this time, but later I'll do a system to check a secret file saved at number 99, that the player don't have access and all the times the player save the game he will save two files, the file he selected (1, 2 or 3) and that one, who will alway be loaded in the first scene, so, if the player already played the game, I'll open the file 99 every time he started the game and it will be checked to be loaded and miss the intro animation, jumping directed to the menu, where will have the "Continue" and load buttons.
In small steps, to load a file is very simple, but you can't do it easy when testing, so, I recommend you to understand the help file using it with the Poponta (HD Sample) RPG Game, where have one save system. Well, continuing, to load the file you'll need to select the variable of the file, so, I saved one game with a gadget or menu button, just using the "Switch" made for it, when you turn it ON, it will save a file with the number you did in the variable "File Number", after it, turn OFF the switch.
There in the initial menu, do it, just make a gadget (to simulate a menu, like I did) or a menu with that buttons to load and continue, make to change the variable number of the "File Number" and turn ON the Switch to "Read From File".
It's it, simple. But, if you wanna do a complex system where the player can save, like a "Reset Button", just make sure to turn ON the switch "Initialize all the memories" and turn it OFF right after (that's how I did my "Repeat Intro" Button, reseting the BGM and movie sequences.
#3
Posted 26 April 2011 - 11:51 AM
yay, finally got it working, it was strange, the problem was that i was using my own created memmory/variable instead of the built-in Area Number one, as soon as i changed that it works lol, it never occured to me that that could be a problem so i was going around in circles for a while there
#4
Posted 26 April 2011 - 03:29 PM
Good news so =]
Look around the "RED" names, they are made by standard and are used for the named purposes =]
Look around the "RED" names, they are made by standard and are used for the named purposes =]
#5
Posted 02 June 2011 - 05:30 PM
After I finally got XBL gold (bought a 12 month subscription card for 40€), me and my friends were playing BC in a party. This guy came to our squad and decided for some reason to get under stairs and start idling there, so we couldn't squad spawn on him. Me and one of my friends were special ops, so we chose to punish him with tracker guns (or whatever those are)...
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