I would bring forward that saving all the values of all the objects is a lot of work and I don't know if there is an extension to this.. I'd recommend savepoints or save per level with ini.
The save file can be .save .ini .txt what ever you want, and it can be encrypted with some extension i don't remember now.
if you use arrays in your game you can store all objects relevant data like their position/id/health/coins/ect.., you can just save the whole array into a file or load a previously stored array from a file.
it is similar to a INI file but more flexible and faster.
just have a look at the array object in the event editor to check out how to use the save/load function
Edited by AmyS3
...all typos belongz to me... ...yes all of em... ...oi handz off my typoz...
I find it best to build game data around global values, that way you can just run a loop to save or load all the values. And during the save process have it also store object positions in the global value list.
If you choose to go down this route keep an Excel doc reference for your global values to prevent values 'overlapping'.
Array tool(s) work in some types of apps if your game is array based. This isn't always the case.
@J.C
I remember Save Game extension way back.. i tested it, but as far as i can remember it took pretty much as much effort as the INI -object, and it didn't have an option to save all the nescessary values.
Clickteam should have included saving/quick saving years ago, same thing with the damn 32-directions, scaling etc. There still are some really dumb lacks of functions from knp to CF2.5.
Originally Posted by Patrix I want to make it so you can save your game and then load it later in a game I'm making. How do you go about setting that kind of thing up?