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Thread: Saving the game in the style of a ZX Spectrum

  1. #1
    Clicker Multimedia Fusion 2

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    Saving the game in the style of a ZX Spectrum

    Where can I find a tutorial on setting up a save game feature for my game?

    I'm almost finished making my ZX spectrum-like platform game. All my rooms are done and coded, I've just got a few things left to tidy up and then the tedious play-testing phase.

    What I'd like to do, possibly, is to have the player use an active that saves the current state of the frame which can then be loaded back from the games main menu when the player dies (if they want to). However, since I'm aiming for my game to appear just like a ZX Spectrum game (albeit a slightly suped-up one!) this would have to present itself just like it would have done on a real Spectrum i.e the game should prompt for the player to "insert a blank cassette and press play and record" etc etc. They'd have to wait then for the game to "save to cassette" - encouraging the player not to rely on saving.

    A: how do you actually save the status of a frame?
    B: can it be incorporated into the game like I mentioned above (so not saving from the MMF2 menu bar for instance).

  2. #2
    Clicker Multimedia Fusion 2
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    ZycroNeXuS's Avatar
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    Have you tried the Save Game extension? It sounds like it would work pretty well for your case. I haven't the foggiest of how to use it, I've always used ini's, but you need something more than that.

    Also, you could have a few invisible actives with the words you need on it turn visible and then invisible again one at a time, to give the illusion of what you want. It'll take a bit of doing, but this is the only way I can currently think of.

  3. #3
    Clicker Multimedia Fusion 2

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    That's why I need a tutorial ZycroNeXuS, I had a look at that extension and it baffles the heck out of me. Pretty sure I can come up with the fake saving to cassette part - it's really just the mechanics of actually saving the state of the frame that's tough to figure out.

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    Clicker Multimedia Fusion 2

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    I tried just using the basic Save frame position event but loading it back again goes completly mental.

    As a test pressing Enter saves the frame position to a filed called "SAVE" (version 1). Pressing Ctrl loads "SAVE" and the correct position in the frame but then immediately jumps the player to some random area of the frame and repeats on a loop with two identical players in the frame!

    AND even if I disable the group of events that are in that part of the frame and try to load it still does it.

    If I delete all the events in the part of the frame where the player is sent to and then try to load I get "The file was saved by a incompatible version of the application".

  5. #5
    Clicker Multimedia Fusion 2

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    Okay, let me clarify this a little better

    In one the "rooms" of my 6400 x 4800 frame I have an event setup where the player uses a lever.
    This makes the player move rapidly up the screen and then hits an invisible active. An event when this active is collided with starts a trigger sequence where another invisible active moves across the sceen passing through other actives to trigger some events to occur.

    In my example, pulling the lever causes a pipe to suck the player into it, ignoring plater control, setting player to invisible, swapping frame position, playing an animation and reappearing the player as they emerge from the other end of the pipe.

    If I use the Save and then Load frame position event the above events occur for no reason (Even though the player is a long way away from that room). Disabling the events still causes a problem. Removing the events entirely and making a new save and then loading works.

    I seem to have found a very strange bug.

  6. #6
    Clicker Multimedia Fusion 2

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    I've discovered whenever using the Save frame position event ALL my moving objects that are not moving then move and a whole load of triggers happen at once. This is why it was messed up before.
    Clearly this feature is broken and I just wasted three hours coding all that ****ing saving

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