Working with save game slots - confusing

  • #1, by LebosteinWednesday, 25. February 2015, 11:58 6 years ago
    I have a problem to understand how savegame slots work.

    1. For every slot I need a single object (like the buttons in inventory)? In the demo game all slots seems connected to one object... but how I can manage this if I have no references to single slots?
    2. How I can see the order of my slots in editor if I add all slots to one object?
    3. How I select a slot inside the game? There is no action to notice a click or something...

    PS: In the demo game the selection of a savegame slot seems without an effect. If I select the last slot and press "Save", the first slot was used....

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  • #2, by afrlmeWednesday, 25. February 2015, 12:17 6 years ago
    This old chestnut again...

    Save game slots are potentially infinite. If you click on a save game slot that is empty then it will save to the first empty slot available regardless of which slot you selected. If you click on a slot that contains a save game thumbnail then it will overwrite that slot. Delete, load & overwriting is only valid for slots containing a save game thumbnail.

    The reason I say that the save game slots are potentially infinite is because if you create some next / previous save slot buttons then you will be able to scroll through tons of save slots.

    Check out my advanced menu template.

    Imperator

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  • #3, by gustyWednesday, 25. February 2015, 12:31 6 years ago
    So if we would have, say, 100 slots instead of infinite, then it would work properly, right? (by properly I mean it would save on the thumbnail I select). Because who need infinite slots? You're right about the old chestnut but this one still hasn't been cracked yet.

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  • #4, by LebosteinWednesday, 25. February 2015, 12:32 6 years ago
    This old chestnut again...

    It seems I am not the only one who confuses that?
    Can I find a tutorial or a basic documentation that explains how that savegame thing work? I am very confused about the connection/interaction of a slot-area with the associated object in object editor. Should I add all slot areas to one object (but how I manage the order in that way)? Or is it useful to create an object for every single slot?

    Key Killer

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  • #5, by LebosteinWednesday, 25. February 2015, 13:05 6 years ago
    Could it be that savegame areas have no relationships with objects? But if that so, why the savegame area button is inside the scene object editor?

    Key Killer

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  • #6, by afrlmeWednesday, 25. February 2015, 16:09 6 years ago
    The save areas you create are essentially the placeholders where save thumbnails / data is displayed / selected.

    The object areas & stuff you define have nothing to do with the save slots themselves, they are purely aesthetical. This is why in the old (I've not sorted out a new template yet) advanced menu template, I recommend making fail safe queries to prevent users from saving, overwriting & deleting incorrect slots. In my template I had it re-run the same query each time I clicked a slot which determined which save options should be enabled.

    https://www.dropbox.com/sh/wgfa956ohxcfwya/AABLfqZ0uWIieMaNB...

    It's from a couple years ago, but it should be still ok for a quick reference.

    Imperator

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  • #7, by LebosteinWednesday, 25. February 2015, 19:55 6 years ago
    That is very confusing to place the savegame slots inside the scene object section! In the scene object section you set preferences of the scene objects. The user could think that a savegame slot area is a part of an object.

    An other problem I have: if no slot is selected and I call the save action, the game is not saved.

    Key Killer

    601 Posts

  • #8, by afrlmeWednesday, 25. February 2015, 20:20 6 years ago
    This is why you use the object areas to create a system for highlighting a slot; otherwise how will a player know what is a save slot & where to click?

    If you don't like the save system, then you can always create your own out of the autosave system.

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