Game saving in the middle of characters dialogues?

  • #1, by nerdSaturday, 13. April 2019, 16:31 5 years ago
    Game saving in the middle of characters dialogues? Is that possible?

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  • #2, by sebastianSaturday, 13. April 2019, 20:10 5 years ago
    yes. You need to allow actions during dialogues, but then you should be able to open your menu and save the game. 

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  • #3, by nerdMonday, 15. April 2019, 10:57 5 years ago
    I ticked on "execute key actions during dialogue" but it doesn't work, if I click on my save menu dialogues keep going on roll

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  • #4, by afrlmeMonday, 15. April 2019, 11:42 5 years ago
    It's not going to automatically pause the current action block, animations, etc all by itself...

    But, what is the point in all this though? The save game is not going to save the current actions & resume the actions after loading from the save game anyway. The whole point in a save system is to allow the player to save somewhere where they can resume from, & not in the middle of an event unless it's a checkpoint (action game or something), but you would need to use values/conditions that you can query in an at begin of scene action block to tell the game where it should resume from.

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  • #5, by nerdMonday, 15. April 2019, 11:53 5 years ago
    That's because I want the player to be able to save in the middle of dialogues like in visual novels or ren'py games.

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  • #6, by sebastianMonday, 15. April 2019, 12:30 5 years ago
    i guess there is some kind of miscommunication here. With dialogues i mean the time when you can choose options, not when characters are talking.
    The game however saves the current dialoueg so that its able to continute after loading. 

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  • #7, by nerdMonday, 15. April 2019, 12:38 5 years ago
    No, I mean when people are talking.

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  • #8, by afrlmeMonday, 15. April 2019, 13:27 5 years ago
    Visionaire isn't ren'py, it's much more complicated than that. It saves a lot of data in the save game files, but it doesn't save current actions/displayed texts. It mostly saves things like conditions, values, position/scene of each character, opacity values of objects, etc.

    Like I said, the only way to get it to resume display texts/actions would be to use values/conditions that you can query inside of at begin of scene action blocks for each scene after loading a save game, but that would require a ridiculous amount of work to sort out.

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  • #9, by nerdMonday, 15. April 2019, 14:18 5 years ago
    I understand, so no save in the middle of a character chat. Anyway just out of curiosity I ticked "execute key actions during dialogue", but when I click on the top menu the dialogue keeps going? Should't open the menu instead of keep goin with dialogues?

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  • #10, by afrlmeMonday, 15. April 2019, 18:00 5 years ago
    Left click is the default method for skipping dialogs/display texts so if a none-background text is displayed then it's going to skip that text. Display texts are essentially cutscenes, so you really shouldn't be giving the player access to the menu or anything else while a text or event is happening anyway. If they want to save or you want to autosave, then it should be done before/afterwards, taking into account that the engine is not automatically going to resume action parts in the currently active action block(s).

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