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Know the existence of save files in order to be able to execute autosave and autoload. #2671

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Br4ssman opened this issue Oct 31, 2021 · 4 comments

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@Br4ssman
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Br4ssman commented Oct 31, 2021

This is an enhancement due to something I'm preparing with the collaboration of @elsemieni

The game I'm preparing doesn't need the immovable save/load screens, between map transitions on the return to the selection menu an autosave is done. At the moment it is a customisation with DynRPG made by EN.i and what I do in the game with this is:

  • If SaveXX.lsd file exists then send me to a map that will act as a custom menu (new game, autoload or exit).
  • If it does not exist, then assume it is a new game and send me to the start of the game.

All of this can be done with Maniacs Patch EXCEPT for knowing or not knowing about the existence of save files in order to be able to meet the above conditions.

Would it be possible to make this native to EasyRPG?

Thanks.

Related: #2046 and #2338 (comment)

@Mimigris
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Mimigris commented May 16, 2023

I'm not sure if you really need to have something separate just for that while you can already do so with what is already available.

  • You can know if at least one savefile in the folder of your game is present with the conditional branch Savestate is available if your game is made with the latest English version of RPG Maker 2003
  • You can individually know if a savefile is present by using the command Get Save Info from the Maniac Patch (If Date = 0 then save does not exist; If Date = 8991230 then save is corrupted; Else then the save exists - you could also that with another value than the Date one if you want)
  • You can use the Save and Load commands from the Maniac Patch to load a save and save without using the save and load scenes

Your thoughts on this? Or am I understanding something wrong?

@Br4ssman
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When I wrote this, I don't know if the maniacs saves part of it was compatible.

Points 2 and 3 that you mention would be ideal for it, the 1st point that you mention I don't think it is as you say, that conditional refers to whether or not it is allowed to save game, not to recognise .lsd files.

However, I think it would be interesting for the editor to have some control of the saves, as I pointed out in one of my proposals in the main post.

Thanks for the feedback.

@Mimigris
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Points 2 and 3 that you mention would be ideal for it, the 1st point that you mention I don't think it is as you say, that conditional refers to whether or not it is allowed to save game, not to recognise .lsd files.

The function of Savestate is available from the RPG Maker 2003 manual is specifically listed as-is, and works as intended from what I tried, so this is not an error on my side:
Savestate is available: Checks whether at least one saved game exists. Can be used to determine whether to offer the option to load a game from a custom title screen.

However, I think it would be interesting for the editor to have some control of the saves, as I pointed out in one of my proposals in the main post.

I think that being able to delete save files could be useful as you proposed yeah, and linked to saves the command Control Global Save could also be useful once implemented entirely. I'm not sure if letting this issue opened is still relevant though, since all the proposed features are listed on other issues and what was listed here can technically easily be done with what is already entirely implemented.

@Br4ssman
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Br4ssman commented May 17, 2023

Thank you very much for your comments, in fact it's posible do it already as you noted, I don't know if @Ghabry and the others consider it finished or it serves as documentation for new EasyRPG Editor commands (I've been so annoying that I've commented it there too xDD).

The interesting thing about this proposal: #2338 (comment) is that it not only solves this issue we are talking about now, but it can also be used as if it were a kind of memory card.

Maybe I've been a bit radical with being able to delete in batches or even empty all the saves, but if it's better to offer better options (as long as it's feasible).

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