Bacon&Onions
Member
In save systems, you'll often refer to assets.
But if you try storing sprite_index : _char.sprite_index you are just writing down the number reference for sprite_index, and that number can change when you add new sprites to the game.
I right now have a robust save system that records sprites, objects, rooms, and functions! It works great until I update the game's asset list.
I would like to find a way to make a stable save system before I release the game publicly, so I don't have to force players to lose save data whenever I release an update.
What's the best practice for doing so? I've never seen this subject discussed anywhere.
I'm guessing I need to record assets as strings, using
sprite_get_name() script_get_name() etc.
and then load them using asset_get_index().
But this doesn't work for sequences (there is no sequence_get_name)
and this can make arrays of data with assets in them complicated.
Do I need to before saving loop through the array checking each line and converting assets to strings?
I worry I'm overlooking a more straightforward method.
Update- using sprite_get_name() script_get_name() etc.
and then load them using asset_get_index() works great.
Problem solved.
But if you try storing sprite_index : _char.sprite_index you are just writing down the number reference for sprite_index, and that number can change when you add new sprites to the game.
I right now have a robust save system that records sprites, objects, rooms, and functions! It works great until I update the game's asset list.
I would like to find a way to make a stable save system before I release the game publicly, so I don't have to force players to lose save data whenever I release an update.
What's the best practice for doing so? I've never seen this subject discussed anywhere.
I'm guessing I need to record assets as strings, using
sprite_get_name() script_get_name() etc.
and then load them using asset_get_index().
But this doesn't work for sequences (there is no sequence_get_name)
and this can make arrays of data with assets in them complicated.
Do I need to before saving loop through the array checking each line and converting assets to strings?
I worry I'm overlooking a more straightforward method.
Update- using sprite_get_name() script_get_name() etc.
and then load them using asset_get_index() works great.
Problem solved.
Last edited: