Alternate saving methods?

  • #1, by foremmaTuesday, 29. July 2014, 00:31 6 years ago
    So the way I want to have saves happen in my game is where I have a "Save" button next to every save slot, and whichever button the user presses, the game saves into that slot. Is that easy/possible to do? Also is there a way to not display screenshots in the save slot and instead display the save time in the slot or something like that?

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  • #2, by afrlmeTuesday, 29. July 2014, 12:12 6 years ago
    You would have to use the autosave/quicksave system to manually create your own save system instead. The time & text stuff would be possible but only in combination with lua. The only issue with quicksave is that it also saves on menu scenes meaning that it would load the menu scene instead of loading the scene that the character is currently on like the normal save system.

    The normal save system on the other hand always saves into the next empty save slot instead of the one you have selected unless a save already exists in said selected spot, as it will overwrite that save instead. The reason for this is that the amount of save slots are infinite & as such you are really only creating the slots in which the saves can be cycled through.

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  • #3, by gustyFriday, 01. August 2014, 10:28 6 years ago
    foremma: No! I mean why to have a nice logical intelligent save system when we can have THIS? It wouldn't be fun if we could actually make a game that properly works right?

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  • #4, by afrlmeFriday, 01. August 2014, 10:54 6 years ago
    @ gusty: errr?

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  • #5, by gustyFriday, 01. August 2014, 11:12 6 years ago
    Am I getting it right that if one of the VS programmers change "infinite number of save slots" attribute to let say "50 save slots fixed" then the "saves into the next empty slot instead of the one you have selected" wouldn't be a problem anymore? And I could actually save on any free slot I would like to?

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  • #6, by afrlmeFriday, 01. August 2014, 11:16 6 years ago
    I doubt it. It would probably still require a rewrite of the majority of the save system source code. It's just how it functions & probably always has functioned since a much, much earlier version of Visionaire Studio. I can't be sure though as the first version I started with was 3.7.1, until I started getting the team/dev builds.

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  • #7, by gustyFriday, 01. August 2014, 11:35 6 years ago
    Well that is so nice to hear about Visionaire's vivid history but maybe somebody should tell to VS dev team that this is not a proper function of a software package. In the eyes of the player this feature could be interpreted as a "bug". I mean it seems like a little stupid thing - you want to save on slot number 5 but it will saves on free slot number 2 - not a big deal, but player doesn't care about VS history and development's reasons, it is a bug for him/her and it's an unprofessional attitude of game developer to have guts to publish a game like that.

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  • #8, by afrlmeFriday, 01. August 2014, 11:55 6 years ago
    Sure they could allow the developer (you) to define how many save slots there should be, but either way it's going to require a rewrite of the source code & I doubt they are going to jump right on that seeing as the 4.0 final deadline is so close. Maybe for 4.1, but I am not going to make any promises as it's not up to me.

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