Quote: "In gameplay when the player passes a checkpoint - invisible in game a sound will play so you will know a checkpoint is reached.
Not sure how much player or level data the Checkpoints currently reload mind you as I have not tested out the feature a great deal."
If you pass the checkpoint and die, you restart at that checkpoint (or the last checkpoint you passed through if more than one). I believe it acts the same as if no checkpoint was present and you die/spawn back at the start marker. In my version (v1.17) using variables, if I pass through the checkpoint, the values are recorded. When I restart at the last checkpoint, those values are carried. In other words, if my variable "coins" equals 250, I pass through the checkpoint, die and restart at that checkpoint, my coins are at 250. If I have 250 coins, pass through the checkpoint, spend 100 of them, die and restart at the checkpoint, I have my 250 back. If you are doing things like this, you may need to do some fancy "outside-the-box" thinking and have checkpoints "spawn" when doing things like spending coins to keep your data current. Please note- I am speaking based on my version I use, script, and mod. Other versions may not necessarily behave the same as ours, but you get the idea of how it works.
Quote: "but is there a way for some sort of save point? by save point, I mean the player has to reach that area, inorder to save, how to do it?"
There are many ways you can have your game "saved". One is the default "press ESC, then click Save, select slot" method (unless the developer does not have that available in the game menu). Another is to use an "autosave" script. Placed in a trigger zone, the player passes into the zone and the game is saved automatically to slot#1.
autosave script example
;Artificial Intelligence Script
;Header
desc = Auto-Save and Display Text.
;Triggers
;Setup Text
:state=0:fpgcrawtextsize=18
:state=0:fpgcrawtextfont=verdana
:state=0:fpgcrawtextx=90,fpgcrawtexty=90
:state=0:fpgcrawtextr=255,fpgcrawtextg=255,fpgcrawtextb=255
:state=0:state=1
;Activation
:state=1,plrwithinzone=1:etimerstart,quicksavegame,sound=$0,state=2
;Display and Remove
:state=2:fpgcrawtext=Game Saved...
:state=2,etimergreater=3000:activateifused=1,state=3
:state=3:none
;End of Script
You can then press ESC in the game and load that slot if you wish. The key to saving automatically is the command
quicksavegame. Many, many methods are available, but that should get you started.
There's no problem that can't be solved without applying a little scripting.