Product Chat / Save Game?

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Hasevergaming
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Posted: 6th Jan 2016 06:36
Hey, I have made a game with three levels, but when you die in the 2nd and third level you go right back to the first level!!! it sucks so bad, is there a way to have unlimited lives or somthing so when you die you go back to the start of the level rather than the first level?
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Bored of the Rings
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Posted: 6th Jan 2016 06:53 Edited at: 6th Jan 2016 06:58
This gets asked frequently. Please search the forums using something like 'SAVE'. You will find lots of links that answer your question. Also "Save and Load" is 2nd on the feature vote list.
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synchromesh
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Posted: 6th Jan 2016 10:03
That will be added after the DX11 along with bots at all heights

Quote: "Users of your games will be able to save their current progress as they play through the standalone game. A menu with screenshot thumbnails will manage the different save game slots. Game data will also be carried over levels in-game (health, lives, ammo, weapons, etc)."
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wermer
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Posted: 7th Jan 2016 22:27
If you want a game where you are not limited by "lives", and the player can continue an unlimited number of times if he wants then it's no problem. You don't need saves to do that. You can use SetPlayerLives to have unlimited lives.

When placed on an "always active" entity, this script will keep the players lives set to 3:


Put one of those on each level and use a custom HUD and nobody will know.

Quote: "is there a way to have unlimited lives?"

Quote: "This gets asked frequently."

Quote: "That will be added after the DX11 along with bots at all heights"

Did we even read the question?
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Hasevergaming
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Posted: 7th Jan 2016 23:23
finally, someone comes along to properly answer my question, thankyou soooo much wermer, that's what i was looking for
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lordjulian
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Posted: 8th Jan 2016 00:01
I think setting the number of lives to zero also gives the player unlimited lives.
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DVader
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Posted: 8th Jan 2016 13:23
I have made games with several levels and not had this problem. Do you mean on re-starting the game you go back to the start? If not then it must be a new issue I have yet to see.

If so, that would be normal and you would need to write your own lua routine to avoid it. The only problem being, it needs to load level 1 to run the script first :/ Also, adding just code to handle levels and not using a winzone, stops GG copying over the relevant levels. So I guess TGC are the only ones who can properly add in a way to go straight to where you last left off.


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Hasevergaming
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Posted: 10th Jan 2016 03:02
thanks all
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synchromesh
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Posted: 1st Feb 2016 18:43
And so it begins ....
https://www.game-guru.com/devblog/
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Belidos
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Posted: 1st Feb 2016 19:53
Quote: "When placed on an "always active" entity, this script will keep the players lives set to 3:"


Or in the start zone properties you can set the lives to 0 and have unlimited lives iirc.
Uman
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Posted: 1st Feb 2016 20:31 Edited at: 1st Feb 2016 20:32
Quote: "And so it begins"


When you are working on Save Load Feature and the Menu screens - will it be possible to have a "pause" feature that would freeze "everything". Reason I say everything is so that everything becomes frozen until Player Resumes Game - I am thinking here about the issue of the software apparently doing something when one leaves it and go away from the computer and return later when most often the software has crashed with memory issues or whatever causes the issue?

It would be good all round - in editor work session, Test run of levels and final game.exe all if we could happily stop a while and go do other things we need to do without worrying if everything has frozen up on us when we get back to it and with regard to Game Save and load too that force closure of the software - and restart wont continue to be necessary when this happens.

Not sure if you can actually freeze everything going on in the background and alike or whatever is needed to fix the issue wherever its falling over when left for any length of time. If playing a finished users Game it would not be good for a game player to have half played through a game or level and need to take a break if they come back to find all is dead on them.

As game makers we can live with it if we have too but not good for the game players experience of your game or for the product esteem.

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synchromesh
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Posted: 1st Feb 2016 21:13 Edited at: 1st Feb 2016 22:17
@Uman

All I can suggest is keep an eye on Lee's Blogs as this progresses .... He hasn't given us a lot of info at the moment except he has made a start ..
You can however add your comments / questions to his blog if you want ...He usually does answer
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Belidos
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Posted: 1st Feb 2016 21:52
Quote: "Not sure if you can actually freeze everything going on in the background and alike or whatever is needed to fix the issue wherever its falling over when left for any length of time."


I'm not sure if that would be possible, when you're not doing anything in editor mode it's not actually doing anything except being an active process on your system, if i'm right in my thinking the only way to freeze it completely while the process is running would be to freeze the process itself, freezing a running process in windows would close it or crash it because windows has no way of pausing processes, they're either running or not running.
3com
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Posted: 1st Feb 2016 22:47
This should not be a problem in standalone game. I thought.
In test mode there are may things running at time, than in standalone does not (IE: Editor).

Is quite important GG does not care about entities out of the scene, destroyed, or dead. (release data from mem)
Is also important GG memory manage, nor leaks, nor mem frag. Allocating data lefetime based.
And also, GC (Garbage collector) working fine. Just my thoughts.

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Belidos
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Posted: 1st Feb 2016 22:58
Quote: " should not be a problem in standalone game. I thought."


Yeah, in standalone, or even in text mode it should be easy enough to have a pause feature, but pausing the editor, I don't think that would be possible because there's not really anything to pause.
smallg
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Posted: 1st Feb 2016 23:36
wouldnt the pause be something that's included as standard for the menu when you're selecting to save?
seems a bit odd to die while having the menu open
life\'s one big game

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Teabone
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Posted: 2nd Feb 2016 01:31 Edited at: 2nd Feb 2016 07:01
If this lets us save and load global values i will be thoroughly impressed. Imagine being able to enter a building and it loads a completely new map (level) and when you exit back where you entered from it loads the previous level.. and the values keep updating rather than defaulting.

Looking forward to the save and load game feature. Glad to hear its being worked on
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lordjulian
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Posted: 2nd Feb 2016 11:15
I wonder is they've started on the easy building editor yet as it's been at number 1 for a considerable period.
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synchromesh
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Posted: 2nd Feb 2016 13:33 Edited at: 2nd Feb 2016 13:41
Quote: "I wonder is they've started on the easy building editor yet as it's been at number 1 for a considerable period."

The problem is it changed twice yesterday for example but the Save /Load and bots at all levels were at the top for weeks ...
At the time of the C++ conversion completion it was still Save/Load and bots at all levels and I think that's the point they should and probably did decide what's next .

Its been some weeks now since the conversion and no doubt Lee has been looking into these features whilst we have been reporting any errors or bugs etc so to wake up one day and think " Oh editor is at the top today " and stop what you have been doing would not be very productive .. Also once Lee said he was going to do Save / Load next last month as voted by the community then obviously users then started voteing for the next thing they wanted..

But that's just my opinion ....
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Belidos
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Posted: 2nd Feb 2016 14:11
Quote: "
The problem is it changed twice yesterday for example but the Save /Load and bots at all levels were at the top for weeks ...
At the time of the C++ conversion completion it was still Save/Load and bots at all levels and I think that's the point they should and probably did decide what's next .

Its been some weeks now since the conversion and no doubt Lee has been looking into these features whilst we have been reporting any errors or bugs etc so to wake up one day and think " Oh editor is at the top today " and stop what you have been doing would not be very productive .. Also once Lee said he was going to do Save / Load next last month as voted by the community then obviously users then started voteing for the next thing they wanted..

But that's just my opinion ...."


This, the building editor is only at the top because people have switched their votes to it after Lee had confirmed Load/Save would be next. You have to take into account that there has to be a cut off and confirmation, the cut off and confirmation was quite a while ago, and now the vote has shifted, if they followed the vote to the day they would never get anything done because they would be constantly going backwards and forwards between different tasks.
Jerry Tremble
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Posted: 2nd Feb 2016 14:46
Perhaps once a feature has been selected as the next to be worked on, it should be removed from the list?
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Pirate Myke
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Posted: 2nd Feb 2016 14:50
yes, notice that real quick, every time the man starts on something the voting gets changed.

Wish they would just disable that and let the man program this engine.

DISCLAIMER: This is my opinion, not that of TGC.


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Sanguis
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Posted: 2nd Feb 2016 16:38
I thought DX11 would be next...
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The Next
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Posted: 2nd Feb 2016 16:40
Quote: "Perhaps once a feature has been selected as the next to be worked on, it should be removed from the list?"


The features we are working on do get removed from the list, we were just a bit behind on doing this. The list has been updated now.
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Belidos
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Posted: 2nd Feb 2016 16:49
Quote: "I thought DX11 would be next..."


DX11 is a core update, save/load is a feature update, what I think they're doing is working on one core and one feature at a time.
Sanguis
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Posted: 2nd Feb 2016 16:54
Quote: "DX11 is a core update, save/load is a feature update, what I think they're doing is working on one core and one feature at a time."


I realy hope so. Woud be mad, if DX11 moved or cancelled.
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synchromesh
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Posted: 2nd Feb 2016 17:40
Quote: "I realy hope so. Woud be mad, if DX11 moved or cancelled. "


Lee has been working on DX11 already ..... We have already seen pics on his blog ....
However he can still work on both rather than a start to finish DX11 with nothing in between unlike the C++ rewrite which needed to be done before anything could be continued.
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Uman
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Posted: 2nd Feb 2016 18:07 Edited at: 2nd Feb 2016 18:08
What I was really referring to by Freezing at Pause was fixing if possible any background memory issues or leaks which apparently kill things while you are away from the computer which seems to happen with GG as it seems to compile the amount of memory it is using until for whatever reason it cant function any longer....

What do I know about such things - well nothing at all really other than the end result which is when it hangs if you leave it and come back to it later.

Even the Editor must be doing something when you are away from it and not using it as it works until you leave it alone for any length of time and come back to it so it must be doing something whether or not just processes - and or something else causes it to fall over. Perhaps it's a Windows issue or other and nothing to do with GG - I would not know, however - not sure about others who also seem to find the same issue find any issue with any other software but personally I don't and its only GG that does this.

I have no idea why - only what it does.

It's an issue which has been around for a while and known I believe unless I am mistaken and hopefully it will go away at some time in the future perhaps.

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synchromesh
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Posted: 2nd Feb 2016 18:44
Quote: "What do I know about such things - well nothing at all really other than the end result which is when it hangs if you leave it and come back to it later."


Well you don't have to know much really except it does exactly what you say
Yep agreed its a pain and it would be nice to get this fixed ..
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Belidos
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Posted: 2nd Feb 2016 19:06
Quote: "What I was really referring to by Freezing at Pause was fixing if possible any background memory issues or leaks which apparently kill things while you are away from the computer which seems to happen with GG as it seems to compile the amount of memory it is using until for whatever reason it cant function any longer...."


Never had that happen myself, and I literally leave my PC on with GG running for days at a time. I'd be pretty annoyed if that happened to me too. Try doing a search for Koshi John's MemCleaner, it's a program that runs in the background and cleans up your memory every 5 minutes, it worked for me the times I've had issues with games that have memory leaks.
synchromesh
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Posted: 2nd Feb 2016 19:36
Is everyone keeping up with Lee's Blog ...

https://www.game-guru.com/devblog/
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Uman
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Posted: 2nd Feb 2016 19:58
Yes keeping up with the Blog.

I am sure the save load will be fine when completed.

I don't get around much to compiled games as I don't really have one to compile though I do have a go at some test level compiles occasionally. I spend lots of time in the editor and test run levels much more....

I have just tried a game .exe compiled with the latest version I have which is the Christmas build and did not find any issue with that even after leaving the game running while away for quite some time so compiled Games seem to be fine...

A Pause button in compiled Games I really was thinking of Pause at gameplay screen location to view when paused where all dynamics in game would Pause too while a player was away from the computer, rather than esc back to the Menu so the game view was paused and could be still seen.

No worries its not a neccessary but looks better to me at least.



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rolfy
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Posted: 3rd Feb 2016 01:50
It should be remembered there is more than one skilled coder working on GameGuru, sometimes I reckon Lee may start things off and then pass it over to Ravey (who stays pretty much in the background but seems to be very efficient) so it means more than one major thing can be worked on at any time.
lordjulian
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Posted: 3rd Feb 2016 11:50
Avid reader of Lee's blog and I always follow the Twitch broadcasts - more exciting than anything on TV.
Julian
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