Newbie question about saving and loading games

  • #10, by nmvhWednesday, 18. May, 12:18 A month ago
    BTW, this explains why load and save screens need to be the same actual menu, right?
    With just a condition or value showing which of the two tasks (save or load) is the current one.

    At first, I thought it natural to create two different menus, one for save and one for load.

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  • #11, by nmvhWednesday, 18. May, 13:08 A month ago
    Sorry but here is another question to arflme:

    I notice that you call an action after loading a game. So this is possible? My assumption would have been that loading a game resets all conditions and values to the ones in the savegame. But maybe the "action call stack" is still being executed even after load of saved game? 

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  • #12, by afrlmeWednesday, 18. May, 13:31 A month ago
    That's a lot of replies. To be honest I have no clue, I created that template a lot of years ago & I don't have the best of memory & I don't remember why I did this or that. The engine has changed a lot since I created that template - I know it's not the easiest template to understand, especially since I didn't use simple English. Also I didn't even remember adding the bonus content section & stuff like that. I must have been very motivated, or in a very good mood or something when I created that template.

    Did you check out the glenfx tutorials that Esmeralda linked to you? They are really old, but they show you a really simple method of creating a save/load menu. My template on the other hand is really complicated as I included fallbacks (safety nets) to prevent the player from being able to save, delete, or overwrite something by accident. I added those fallbacks because of how the save system works. The only thing that matters in the save/load menu is the save slots you created via the floppy disk tool, the regular object areas you created don't matter & are only used to indicate which save slot the player has selected & also to execute the save slot, however let's say that the player then accidentally clicks on another slot when they go to press the save/confirmation button - the thing is that those save slots are layered on top of everything, which is why you can't generate a confirmation button above the save slots themselves.

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  • #13, by esmeraldaWednesday, 18. May, 13:45 A month ago
    The only thing that matters in the save/load menu is the save slots you created via the floppy disk tool, the regular object areas you created don't matter & are only used to indicate which save slot the player has selected & also to execute the save slot, however let's say that the player then accidentally clicks on another slot when they go to press the save/confirmation button - the thing is that those save slots are layered on top of everything, which is why you can't generate a confirmation button above the save slots themselves.
    Well you can store the selected slot number in a variable and feed that number back when executing the save or load when hitting the confirmation button. But that requires scripting.
    (system.selectedSavegame  - luadocs says "readonly" but you can actually assign a value, too)

    And that might answer you question @nicolaj, how the engine knows what slot is selected. The slots (created with the floppy disk symbol) are numbered internally (in the sequence they were created, I guess). When clicking on a slot, the number is stored in systems.selectedSavegame, and on that slot the action is executed.

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  • #14, by afrlmeWednesday, 18. May, 14:33 A month ago
    I forgot about the new system stuff for save/load games. My template was created a long time ago & VS has loads of features now that didn't exist back then.

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  • #15, by nmvhWednesday, 18. May, 15:36 A month ago
    By now, after reading your new replies and tinkering with the example game by afrlme (and also reading GlenFx), I feel I have a basic understanding of how it works. Looking forward to experiment more to see how I can make it all work.

    Thanks a bunch to all of you!

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