![]() ![]() Global.saveid = buffer_async_group_end() // Start the save process and return the save request ID Ini_write_real("SpoopyData","orbs",global.orbs) īuffer_write(global.savebuff,buffer_string,inistring) īuffer_save_async(global.savebuff,"Save.sav",0,buffer_get_size(global.savebuff)) // Pass the data to be saved Global.savebuff = buffer_create(1,buffer_grow,1) Global.loadid = buffer_async_group_end() // Actually start loading now, and return a request ID valueįor the save function (placed on an object in room where data needs to be saved): Global.orbs = ini_read_real("SpoopyData","orbs",2500) Global.loadbuff = buffer_create(1,buffer_grow,1) īuffer_async_group_option("showdialog",0) // Stop platform dialogues appearing for this auto-save (if you do this your player won't be able to select a slot manually)īuffer_async_group_option("slottitle","SpoopyGame") // Set the title of the slot we're going to save intoīuffer_async_group_option("subtitle","Super Spoopy Save File") // Set a subtitle that's visible in the XBox UIīuffer_load_async(global.loadbuff,"Save.sav",0,-1) // Say what we want to load and into which buffer I've recently had to rework a save system for one of my games on Xbox One to Save/Load via ini files/functions ( followed this YoYo tutorial with the included wrappers).Īfter rewriting everything (which I thought I understood, but I've been up for 32 hours, so pardon my complete lack of understanding if I butchered this), I'm left with a Save/Load system that doesn't function properly.įor the load function (placed on an object in first room[create event[): ![]()
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