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Question by zerox911 · Jun 11, 2012 at 09:58 AM · gamesavingprogress

save, autosave and continue game..

hi everybody..

i need some help on saving, autosaving, and continuing a game..

SAVING :

the user presses a SAVE button which saves the game of the users progress..

AUTO-SAVE :

the application will save the users' progress for a few minute intervals..

CONTINUE :

the user will be press a CONTINUE button from either the SAVE point or from the AUTO-SAVE

with pretty please.. and with a few cherries, icing etc3 on top...

i need help on this... REAL BADLY...its urgent

thank you for your time reading..

its highly appreciated..

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Answer by whydoidoit · Jun 11, 2012 at 10:00 AM

Saving a game is a tricky subject - I've released this (which is in Beta) that enables many things to be saved automatically. You can also add checkpoints regularly and resume from them. It will really depend on what you do in your levels.

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avatar image zerox911 · Jun 11, 2012 at 10:09 AM 0
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i did went to your website...

and i downloaded your example package...

it works.. ^_^ thanks..

but how to make it to autosave..??

avatar image whydoidoit · Jun 11, 2012 at 10:16 AM 0
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So you just want something in a timer that calls LevelSerializer.Checkpoint() every few $$anonymous$$utes. That will save the Resume information.

avatar image whydoidoit · Jun 11, 2012 at 10:19 AM 0
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      function Start()
      {
            InvokeRepeating("SaveCheckpoint", 60, 180);
      }

      function SaveCheckpoint()
      {
            LevelSerializer.Checkpoint();
      }

Will save after 1 $$anonymous$$ute and then every three $$anonymous$$utes

avatar image zerox911 · Jun 11, 2012 at 10:20 AM 0
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yeah... some thing like that..

would the script create a new file that saves the progress and call it when its activated..??

avatar image whydoidoit · Jun 11, 2012 at 10:21 AM 0
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It stores the resume information in PlayerPrefs - there's just one for the whole game at the moment. If you want to do it yourself you could store the string that is returned from LevelSerializer.SerializeLevel() and load it back using LevelSerializer.LoadSavedLevel(yourString);

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