Simple Save Point Example

I was recently asked to help with a simple save system using save points, and I figured it would make a nice little how-to here on the forum.

Goal

  • The game starts on a title screen
  • On the title screen the player can select "New Game" or, if save data exists, "Continue"
  • Selecting "Continue" will start the player at their last saved location
  • "Save point" items will automatically save when walked over
  • "Computer" sprites will offer the choice of "Save" or "Quit" when interacted with
  • Pressing "B" will restart the game (for easier testing)

Example project

Save Point Demo.zip (2.6 KB)

Code

player script

on draw do
	if event.room=="title" then
		hide
	end
end

on cancel do
	fin "Restarting game... " at 2,12,19,1
end

title room script

on enter do
	restore "continue_room"
	menu at 7,10 then
		if continue_room!=0 then
			option "Continue" then
				restore
				goto continue_x,continue_y in continue_room
			end
		end
		option "New Game" then
			toss
			goto 12,8 in "middle"
		end
	end
end

save point item script

on collect do
	continue_room = event.room
	continue_x = event.x
	continue_y = event.y
	store "continue_room"
	store "continue_x"
	store "continue_y"
	store
	say "Game saved!" at 6,12,11,1
end

computer sprite script

on interact do
	menu at 9,11,4,2 then
		option "Save" then
			continue_room = event.room
			continue_x = event.px
			continue_y = event.py
			store "continue_room"
			store "continue_x"
			store "continue_y"
			store
			say "Game saved!" at 6,12,11,1
		end
		option "Quit" then
			tell event.player to
				call "cancel"
			end
		end
	end
end

Maybe this will be of help to someone else!

2 Likes

Dude thank you for this. I'll test this out as soon as I get back in from holiday! I'll make sure to credit you in the game

1 Like

I am here to confirm that it does in fact work! The store method is simple enough and as long as I plan my levels out accordingly, no one can manipulate keys or unlockables. Thank you so much Orkn!

2 Likes