Best Way to Save Level / Game State ?

JelJel Member Posts: 319
edited November -1 in Working with GS (Mac)
Sorry If I'm being dense on this but I've tried a few different ways but nothing seems to work.

Thanks, Jel

Comments

  • JoshKahaneJoshKahane Member Posts: 470
    I haven't gotten to trying it. By quite simple I am just going to at a certain point for example my character will collide with an invisible actor which is a checkpoint, when this happens trigger save behaviour. In that I will just add every single attribute which you want to keep. So character position in the level, same position of all the other enemies etc. Also health and energy.

    Of course it would change depending on your game type.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    i just implemented this in my game V is for Vortex. Whenever the player crosses the level end it sets the current level to a levelCompleted attribute I created and saves it. When the game opens, it loads that value from memory and uses it to open the next level.

    for example, when a user clicks on story mode it checks the last completed level:
    if levelcompleted is 5
    open level 6
  • JelJel Member Posts: 319
    Hi Guys,

    Thanks for your help. Since I posted the question I had the same idea as both of you stated above. It works to go back to the scene but for some reason I have no control with the accelerometer. I can use the fire button which works but movement control does not. Did you experience the same thing ? Also did you use the change scene action to go back to the scene?

    Thanks Jel
  • JelJel Member Posts: 319
    I have to stop doing this. I seem to spend ages trying to solve a problem without success and then as soon as a post a question on the GS forum I figure it out. Maybe it's something to do with typing out the problem.

    I had the "Preserve current scene" check box checked on my save button. Anyway I now have accelerometer movement back on reload.

    I do appreciate the help, thanks, Jel
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