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Thread: Saving and Loading Game Files

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    Saving and Loading Game Files

    Hi, everybody. I'm making an RPG game, and was wondering if it's possible to save, load, etc. your game? Like, at the beginning Frame you would be able to load a game file, and while in mid-game you would be able to save. I was just wondering if that was possible, and if it is, could you please post how to do it. Thanx.


    Jdsfrog

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    Re: Saving and Loading Game Files

    It IS definitely possible, but it relies very much on your game "engine" how you do it - there are basically "unlimited" different ways to do it. Of course depending on the way you chose it will be easier/harder/better/worse.

    So for example if you use a grid extension to store the positions of the characters, you can just use that extension's ability to save to a file, to store where things are - and you would load the same way. Or you could use the "Store X" extension, which also supports grid-based information and saving/loading - with the advantage that you can save more than just the position of the object.
    Else you could use the dynamic array object to store information per object, instead of per grid field. In this case you would loop through all your objects and save their individual information into this extension and then save with it. And reverse when loading again.
    For other information, like the player's hitpoints, inventory or whatever, you could use the Named variable object, which is also nice to store information at runtime - and then save/load on demand.

    If you want to make things easier for yourself, give the game save spots - so the player can only save there - then discard a lot of information (e.g. enemies already killed would just be there again if you enter their room again) and save only what is most important (e.g. quest status, inventory, etc.). In the end it just comes down to "programming headache" vs. "nice savegame feature". It's your call.

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    Re: Saving and Loading Game Files

    Okay, let me go ahead and try that...

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