Manual: Saving and Loading

About This Manual

This manual explains the save/load features built into ACTION GAME MAKER.

Overview of Save and Load in ACTION GAME MAKER

Save and load operations are executed via the runtime actions “Save Game Data (SaveGameData)” and “Load Game Data (LoadGameData)”.

Savable Switch (is_savable)

Whether an item is saved or not during a save operation is controlled by the “Savable (is_savable)” property.

  • For the game object’s position and state itself, set “Savable (is_savable)” in the GameObject node.
  • For variables or switches, set “Savable (is_savable)” in the VariableSettings/SwitchSettings of the database or individual game objects.
    Variables or switches that are not marked as savable will revert to their initial values upon loading.

Save Slot (File_Slot)

You can specify a save slot in the options for each action.
Save slots are also saved as project variables in the database.

Practical Example of Saving

Quick Restart from Checkpoint

By programming the system to execute “Save Game Data (SaveGameData)” when touching a checkpoint, and “Load Game Data (LoadGameData)” when pressing the restart key (or upon death from falling, etc.), you can enable a quick restart from the checkpoint.

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