Putting the save game code in a function makes perfect sense.
You can also have arrays of integers in the save game, if that helps.
Another handy thing you can do is, just manage the whole save game thing in the game instance. When the game starts make sure you have a good reference, and then just setup a timer to save every couple of seconds or so.
Then all you have to do is get a copy of the reference variable elsewhere. Update that, and you know it’s getting written to file with no hassle.
Ok I can defo figure out how to shorten the save game into function.
The arrays in my head means I cut down on visible nodes in the graph but then will be updating the array insted. Potentially more work overall compared to just having 30 sets of achievements in fat row.
interseting. Ive dabbled in instances before But tbh Im still struggling around with saving and loading. Im going to reopen my investigations into instances and see where I go.
Im essentially just trying to figure out how to clamp down on repeating a blueprint 30 times and having a huge amount of visible nodes in sequence.
Thank you so much, Ive stared at this for whats gotta be an hour lol. Ive done some tutorials etc but Ive gone into a confusing state reading up on the differences.
I can imagine its uses for ingame application but mines just for storing 1s and 0s.
Yes and nos for achievments, It saves when you gain an achievement but the more I add the more of a ratsnest it becomes.
Would game isntance organise this? Or would I have to do this for game instances as well as the hard save on quit.
Hi, this subject caught my attention and a question came to my mind. As far as I can see in some places, they do archiving. What exactly is this needed for?
When you play a game, and then you shut down your computer, and restart the next day. You expect the game to carry on from your last position, not to start from nothing.
As far as I know, data is lost during the save and load processes if some data is not serialized. Maybe it’s an old method about saving and loading.
I just wanted to ask a question about this, assuming you can help with this topic.
Thanks for your time.
I am using CPP, I write saving and loading codes without serialization.
It’s working as it should. However, a half-knowledge on this subject confused me.
In fact, I also did not get any efficiency or functionality when I implemented the demonstrations regarding serialization.
So really the finale issue is cutting these 2 down.
The first is how it changes the array as you find the page number, They are one time events, and are upwards of 30 plus of them which is going to look insane by the end.
The other is calling the array individually to show achievments gained in the achievements page.
These two tbh I cant see a way to cut this down, It needs to all be done on an individual basis and thus I end up with 30 rows of one time events.
and again in the achivement screen another 30 calls to those achievements to show yes or no.
Im going to stare at it for a while and see If I can work it out.