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Topics - ZakMcKracken

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1
Hello,

I'm creating a new Save/Load GUI with screenshots.
Since I haven't created one before, I looked for a good tutorial, and found this one:
http://www.twin-design.com/agsezine/9/tutorial.cfm
(this is Scripting Tutorial By Andrew McCormack)

It says the tutorial will present how to make a load/save game dialog that uses the new "save games with screenshots" feature of AGS v2.6 onward.

Well... I'm using AGS 2.7, I did the tutorial step-by-step, but when I save the game, the compiler stops with message "undefined symbol LoadSaveSlotScreenshot'":
Code: Adventure Game Studio
  1. function sgs_getslots()
  2. {
  3. int i=1;
  4. while(i<=6)
  5.         {
  6.         if (GetSaveSlotDescription(i, sgs_struct[i].t))
  7.                 {
  8.                 sgs_struct[i].spr=LoadSaveSlotScreenshot(i, SGS_WIDTH, SGS_HEIGHT);
  9.                 }
  10.         else
  11.                 {
  12.                 StrCopy(sgs_struct[i].t, "");
  13.                 sgs_struct[i].spr=SGS_EMPTY_SPRITE;
  14.                 }
  15.         SetLabelText(SAVELOAD, 6+i, sgs_struct[i].t);
  16.         SetLabelColor(SAVELOAD, 6+i, SGS_LABEL_COLOUR);
  17.         SetButtonPic(SAVELOAD, i, 1, sgs_struct[i].spr);
  18.         i=i+1;
  19.         }
  20. Wait(1);
  21. SaveGameSlot(100, "temp");
  22. sgs_struct[0].spr=LoadSaveSlotScreenshot(100, SGS_WIDTH, SGS_HEIGHT);
  23. DeleteSaveSlot(100);
  24. }
  25.  

Well, the help file says that LoadSaveSlotScreenshot is obsolete, and suggests to use DynamicSprite.CreateFromSaveGame

I tried, but with no success. I changed the int to DynamicSprite*, but it doesn't compile.

Can someone clarify the concepts?
I think the tutorial is very very good, maybe it could be more useful fix the tutorial to make it compatible with AGS 2.7

Thank you.

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