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Build a game from GED files?

PostPosted: Mon Oct 14, 2013 11:06 am
by Ragu21
Hi everybody!
I'm making a exciting and funny game building it from GED files, but than making 4 levels i'm considering:
how i do save into the game :( ?
So, i'm playing, exit the game, open it again and i wanna continue where i stopped.
Is there any mode to controlling a GED file into an another?
Thanx for helping! :)

Re: Build a game from GED files?

PostPosted: Mon Oct 14, 2013 6:15 pm
by skydereign
Ragu21 wrote:Is there any mode to controlling a GED file into an another?

I don't know what you mean by this.
Ragu21 wrote:So, i'm playing, exit the game, open it again and i wanna continue where i stopped.

You can save the name of the game file you were last in, and any other important data. Then from the launcher (whatever has you load the first level) have it load the file name that you saved.

Re: Build a game from GED files?

PostPosted: Thu Nov 07, 2013 7:10 pm
by Ragu21
skydereign wrote:
Ragu21 wrote:Is there any mode to controlling a GED file into an another?

I don't know what you mean by this.

So, I have GEDfile1 and GEDfile2. I put in GEDfile1 for example a tree. I save it and open GEDfile2. There I put something which can delete the tree of GEDfile1. It's possible?

Re: Build a game from GED files?

PostPosted: Fri Nov 08, 2013 11:07 pm
by skydereign
Ragu21 wrote:So, I have GEDfile1 and GEDfile2. I put in GEDfile1 for example a tree. I save it and open GEDfile2. There I put something which can delete the tree of GEDfile1. It's possible?

If you mean delete it in the sense of it not appearing when running the game, kind of. However you cannot do it easily, as there is no built in function to do this. If you wanted to, you would need to save out some way of telling the other ged to delete the tree when it loads. Here's a really simplified example. In game2, in the event where you want to delete the tree actor from game1, set some variable destroy_tree to one, and save it to a file. That way when game1 is loaded, in its create actor event, you can load the same variable and if it is set to 1, destroy the tree. Since this is in the create actor event, it will destroy the tree before it is seen in game.