Single save state

Started by BowsetteGamer, Thu 02/02/2023 03:50:06

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BowsetteGamer

Good guys thank you all very much for your help, I don't know if I should say this here. My game is already finished in its demo version, but I will be constantly making updates to it, I share them with you so that you can take a look and tell me what you think of the game. Any bugs, suggestions or comments please let me know, I'll be very grateful guys and so I can continue to improve my game, Thank you all. Currently I have problems uploading the 3 images of the game, can you tell me how to do it? They are in PNG but the images do not upload

https://www.adventuregamestudio.co.uk/site/games/game/2659-ultimalatin-demo-fangame/

glurex

#21
Quote from: Snarky on Thu 02/02/2023 10:44:01I would also add:

-each time the player quits/exits to main menu/brings up the main menu

The only little wrinkle is that you should then ensure that when the game is loaded, it doesn't start off with those menus open. You can do this by closing them in on_event(), inside a check if(data==eEventRestoreGame).

Agree. That's what I do in Another Museum (my MAGS game).

In GlobalScript I create a bool

Code: ags
 bool QuitTheGame = false;

Then in Repeatedly Execute Always I put:

Code: ags
if (QuitTheGame)
      {
        QuitGame(0);       
       }

And made a function on event:

Code: ags
function on_event(EventType event, int data)
{
  if (event == eEventRestoreGame)
  {
    gQuit.Visible = false;  //My quit the game GUI
    QuitTheGame = false; 
  }
}

And last in the On Click script of the button of "Quit" in my quit GUI:

 
Code: ags
gQuit.Visible = false;
      QuitTheGame = true; 
      SaveGameSlot(1, "AutoSave"); 

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