Saving/Loading in LW Bass?

Started by Jordanowen42, Sat 01/06/2024 03:30:22

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Jordanowen42

Hey all-

I've been recompiling my game in the LW Bass format and I can't seem to find any onscreen save/load option. Is this a keyboard shortcut or will I need to write new code altogether?

Crimson Wizard

#1
Hello.

This is a silly problem, and recently I updated both BASS and Verb Coin templates to have these.
You may find updated templates here:
https://github.com/adventuregamestudio/ags-templates/
Or their source code here:
https://github.com/adventuregamestudio/ags-template-source/

Given how often this problem comes up, I might probably include these new versions into the next upcoming 3.6.1 patch.

Jordanowen42

Thank you- sorry for the silly problem. I shall endeavor to have only the most serious and erudite problems in the future.

Jordanowen42

Another question- how do I implement these things without screwing up my game?

Crimson Wizard

#4
Quote from: Jordanowen42 on Sun 02/06/2024 00:07:44Thank you- sorry for the silly problem.

I did not mean that it is your fault that this is a silly problem, I meant that the fact that template does not have a proper save/load access is silly, and this should have been addressed a long time ago.

Quote from: Jordanowen42 on Sun 02/06/2024 00:12:05Another question- how do I implement these things without screwing up my game?

Ah, you have an existing game, sorry I misunderstood, I thought you restart making your game in a BASS template.

Hmm... first of all, Save and Load dialogs already exist in old BASS template, you may find them in game GUIs, and you may find the related script in GlobalScript. The problem is that they do not have a on-screen button to call them, and may only be called with a hotkeys: F5 and F7 respectively.

So, you have to specify what exactly do you want to change or add.

For the reference, my related changes to BASS were this:
1. Added options menu from Sierra template (the one with save/load/about/quit and audio sliders).
2. On the inventory bar I replaced up/down scroll arrows with left/right arrows and replaced a "quit" button with "menu" button, as seen here:
https://i.imgur.com/FWa57WD.png
3. Added script for these menus.

You do not have to do all of these things in your game of course, and you don't have to do it exactly the way I did. If you want only ways to call Save/Load dialogs with on screen button, you need to decide how to arrange these. This is more a design question rather than a scripting question. The very simplest change could be to squeeze Save and Load buttons on Inventory bar, but that would make inventory itself too short. (That's the reason why I added menu button instead of them there, since menu have both save and load)

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