I was wondering if what i have planned for a save/load menu is possible.
I'm trying to make a seperate screen with hotspots for save/load/new/return and my bro and i are
having problems figuring out if the "return" part is even possible to script.
We will be having several "save rooms" with the character hidden and eliminating the save option until you reach these rooms.
I guess what i'm getting at is making a return to previous room script or will we have to make a seperate save room for each save point?
(http://img.photobucket.com/albums/v48/obesolete/livinglester.gif)
(http://img.photobucket.com/albums/v48/obesolete/saveload.gif)
Sounds like you want the character[CHARID].prevroom variable. (Character.PreviousRoom in 2.7) E.g.:
NewRoom (character[EGO].prevroom);
awsome thanks.
now after fiddling with it for a while, how can i set the co-ords for my return?
Best way to do it would be to store them in a couple of ints, or GlobalInts, before the room change:
SetGlobalInt (1, player.x);
SetGlobalInt (2, player.y);
NewRoom (SAVEROOM);
Then, when you leave the save room:
NewRoomEx (player.prevroom, GetGlobalInt (1), getGloablInt (2));