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Multiple Object Save - Tutorial
Author: DeadmanDines Submitted: 12th February, 2003 Favourites:0
Genre: Miscellaneous Downloads: 307
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Edited By DeadmanDines on 10/23/2007

Saving level info using INI files, heck we've all done that - It's easy. But let's imagine that we pick up an extra life, and then save our position/level/health/lives, and then quit. Restart the game, load the gamesave, and voila! You've picked up ANOTHER life!

The reason? Simple, you've saved your position and stuff, but not which objects have been deleted, so when the player loads, they get a new life each time. Now, this system uses INI and fixed values to rectify that, and save the positions of all enemies in a level. The same can be applied to powerups, etc. Of course, only after I finished it did I realise the TGF has the spread value function (I'd thought it was MMF only before), so In retrospect it could have been done easier using them, but heck, it's quick, complicated, but cool. With a few additions, you could make it save alterable values of each enemy, and much more.

I hope some of you find this useful - it's rather cumbersome to use in a game, but y'never know. I'm sure someone will find a use for it.

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http://dynsoft.sepwich.com/tutorials/tut_multipleObjectSave.zip (8.67kb )



Posted by DeadmanDines 14th February, 2003

Any feedback? Anyone? (voice echoes)
 
Posted by Jirru (Fake "0" Productions) 16th February, 2003

Great! Your avatar is cool too. I'm just a newbie and don't know how to save so I like your file.
 
Posted by Crystal Clear (H.E.S) 4th April, 2003

Nice tut, i might look into it a bit more..
 
Posted by shadeguitarist 29th March, 2005

download does'nt work :(
 

 



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