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FPSC Classic Scripts / Save/Load game?

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Killj0y17
12
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Joined: 15th Sep 2012
Location: In a pineapple, under the sea
Posted: 12th Nov 2012 11:43
I'm using v1.20 version and just wondering if there's a save/load feature present? 'cause I have a game I'm working on right now, and it's quiet long, so it would be a pain to the players if they have to start ALL OVER again..

kingofmk98
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Joined: 30th Jul 2011
Location: Everywhere
Posted: 12th Nov 2012 18:09
yes all versions have this.


Killj0y17
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Location: In a pineapple, under the sea
Posted: 13th Nov 2012 13:11
ok then.. how?

Fenwolf
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Joined: 24th Oct 2011
Location: United States
Posted: 13th Nov 2012 23:22
When your levels are built into an executable, your title screen can have the option to load a saved game. The option to save/load a game also will be available when the ESC key is pressed during game play.

Life is about living.
Killj0y17
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Joined: 15th Sep 2012
Location: In a pineapple, under the sea
Posted: 14th Nov 2012 06:58
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?
thanks

Killj0y17
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Location: In a pineapple, under the sea
Posted: 14th Nov 2012 08:50
bump

uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 14th Nov 2012 22:05
Yes

Inside the editor choose markers and look for the Checkpoint marker to place in your levels. That does what it describes and saves the players position to a checkpoint. You can place numerous checkpoints so if a player dies the level is reloaded to that last known checkpoint until of course the player runs out of lives. I guess when actual game playing checkpoints should be used as additional to saving during gameplay so dont forget to save gameplay when you get to a point you may wish to manually save at.

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.

Hope that helps

BlackFox
FPSC Master
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 14th Nov 2012 22:53
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



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.

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