Saving an entire application
Ok, i have searched and searched and I can't find a way to save my entire game... global values, alterable values, and object positions. I have tried the Save Game object but that seems only able to save alterable values and object positions. I am making a very complex game that u need to be albe to save the whole thing. Is there a way to do this? If not will there ever be one?
Thanks
Re: Saving an entire application
Have you tried MMF2's built in save feature?
Re: Saving an entire application
Hi Hazzow. There are several objects to save your values. To name a few, Array, INI, INI++ (more user friendly than INI), Associative Array (uses keys as in Nivram=duffus, and can be made global to carry over info in sub-applications).
Marv
Re: Saving an entire application
Quote:
Originally Posted by bigredron
Have you tried MMF2's built in save feature?
where is it?
Re: Saving an entire application
Under the story board object.
Frame Position save and load.
Re: Saving an entire application
Ah ok, I already know it, but it only saves the current frame, not the entire application status, right?
Re: Saving an entire application
Its going to save everything
Including the global values and strings
Re: Saving an entire application
That's good news for me, Jeff. The documentation of MMF2 isn't very clear about what exactly the frame "position" includes.
So, basically saving the frame position is equivalent to the "save state" feature of some games (and emulators)?
But if I have many global values set via Expression Editor (for example: Character number * 100 + 1 is the global Health, + 2 is the global Weapon, etc.) the save frame position feature is going to save those too?
Re: Saving an entire application
it will save whatever the current value is of that global value/string. Once you load it again your events can modify what data is stored in them exactly as when you left of.
Personally I store everything in arrays/inis as (as far as i am aware) the save frame feature doesnt allow the saving of these objects (as well as the Advanced pathinding objects current data)
Re: Saving an entire application
If the game is very complex as Hazzow was saying, you'll probabily want to use INIs.
Re: Saving an entire application
Quote:
Originally Posted by Alpha
If the game is very complex as Hazzow was saying, you'll probabily want to use INIs.
But if I have two hundred Global Values I must set up their values in the INI file in the Event Editor one by one?
Re: Saving an entire application
Why on Earth would anyone ever need 200 global values?
Re: Saving an entire application
Because I'm making a huge graphic adventure using global values to set everything in dozens of rooms, objects and characters. Actually, with that method, I'll probably finish using a thousand global values!
Can the "save frame position" feature deal with so many values and "freeze" them correctly?
Re: Saving an entire application
Quote:
Originally Posted by Konidias
Why on Earth would anyone ever need 200 global values?
Thats really not that many for a big game.
Quote:
Originally Posted by Boba Fonts
Because I'm making a huge graphic adventure using global values to set everything in dozens of rooms, objects and characters. Actually, with that method, I'll probably finish using a thousand global values!
Can the "save frame position" feature deal with so many values and "freeze" them correctly?
If you were to do it with an ini file all you would need to do is loop through each global value and copy the 'key' and 'value' into the ini file.
Re: Saving an entire application
INI++ has an action for saving/loading all the global values, hopefully it is still works...!
Re: Saving an entire application
Instead of using 200 variables, why didnt you just use one single 'global string' to handle all of the variables? =/
Handling 1 global string is easier than handling 200 global vars afaik
Re: Saving an entire application
Sorry, been out of town for a while and haven't had time to look at this. Ok, my "very complex" game was deleted because the laptop I was using broke and when I got it back they had wiped it. But I still need the Save *Game* not frame.
Jeff: When will the entire save game be added? cause I can't wait forever.
Everyone else: I will try INIs...
Thanks for the help!
Re: Saving an entire application
Don't get too excited-- this function isn't exactly the "save state" tool you're looking for. I have a huge and complex game that uses external files for storage (don't they all, though?) and when using the "load state" equivalent I'll have enemies with no external ties fly off the screen for no reason. Ammo will float into the air as if the gravity has turned off.
Basically, even objects with a minimal amount of related coding and no reliance on INIs, Arrays, or whatever will act strangely for no apparent reason.
"Save State" is a holy grail for MMF2, as far as I'm concerned, and I don't think we'll be seeing a working one any time soon.