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 )
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