I'm intrigued by this command, as I've never used it before. I'm considering using it for a number of reasons: 1. My exported game as a single EXE file on the PocketPC can get huge! and 2. GE doesn't have some required commands, so I could possibly run another non-GE program to do it.
So, please correct my theories and questions, since I don't have the program at work here.
1. Using the LoadGame command will exit the current EXE as the new one is loaded, or will both programs be running concurrently? Do I need to code ExitGame after LoadGame so they won't run at the same time and eat up speed/resources?
2. I can use this command to load any .EXE executable, even if it wasn't generated by Game Editor?
3. At the point I'm about to export the game to an EXE file, I have to manually change all the LoadGame commands to point to ".EXE" files instead of ".GED" files, and back again when I'm editing the game? Or can I just say LoadGame("Level2") and it will automatically detect if it's running as a GED or EXE file?
The reason for #2 is that I was hoping for a "date" and "time" variables to be imported in the next version (one of the wanted features I posted in the other forum). For instance, I want to make the program detect the month so it can change characters or environment depending on the actual season, or if it's day or nighttime. I also want to calculate Internet time, or Star Trek Stardates based on the actual time.
One workaround theory was that I would have someone create a very small EXE in another language such as eVC++ (something that didn't require a runtime library on the PocketPC) to get the system date and time and write it into a file. Then, my GameEditor EXE game would use the LoadGame command to run it, then open the generated text file to "retrieve" the data. Would've saved me a lot of trouble if it could be implemented into Game Editor, but this is the simple dilemma I'm facing.