Saving inside game
Four rules let a player save their place and carry on another day: the level, the score, the lives and the global values.
Two kinds of saving
โS saves your game, the thing you are making. This page is about the other kind: a player saving their progress while playing, like a save point in a big adventure. You build it with rules.
The four rules
They live in the ๐ฌ Game column, in the Saving sub-menu, in Advanced mode.
| Save the game | Remembers the level, score, lives and global values on this computer. |
|---|---|
| Carry on from the saved game | Goes back to the saved level with the saved score, lives and global values. |
| Forget the saved game | Wipes the saved game, for a fresh start. |
| There is a saved game | A condition. True if this game has been saved before. Use it to show a โCarry onโ button. |
What gets saved
Which level the player is on, the score, the number of lives, and every Global value A to Z. That is all. Where sprites were standing, which coins were taken and which doors are open are not saved. The level starts fresh.
So if you want to remember โthe player has the keyโ, keep that in a Global value, not in a counter. See Global values A to Z.
How to make a save point
- Add a sprite to be the save point, like a flag or a bed.
- Add a rule: the hero collides with it โ Save the game, play a sound, destroy the save point.
- On your first level, add a Button saying Carry on. Untick Visible when the level starts.
- Add a rule: There is a saved game โ Show the button.
- Add a rule: the button is clicked โ Carry on from the saved game.
Where it is kept
On this computer, under the game's name, in the Mac app's storage or in the browser for a shared page. It is not inside the .nuthouse file, so you cannot see it in NutHouse. A different computer has no saved game.