![stencyl save game stencyl save game](https://apps4mac.com/wp-content/uploads/2021/08/stencyl-screenshot.png)
Stencyl provides with the simple block-snapping interface which gives you access to hundreds of ready-to-use blocks. You can build worlds and even create your own characters. The best part of Stencyl is that it supports iOS (iPhone/iPad), Android, Windows, Mac, Linux, Flash, and HTML5. You do not need coding to create awesome games.
STENCYL SAVE GAME SOFTWARE
This software makes game designing easier by eliminating the need for Coding.
STENCYL SAVE GAME CODE
Yes, absolutely! If your save_game() code exists in a singleton you call "Data", you just call it (from anywhere!) with Data.Stencyl is a software that lets you create the most stunning games in the easiest way possible. This takes that nodedata and writes it to your save fileĬould I use all of this save script of in the globalscript and if I did how would I call it? Each time, it will create this variable nodedata which contains a dictionary of that node's data (everything that's returned from the save() function). When you have more objects in your Persists group, this line will be called on each one. if "player" = "i", than "i.save()" can translate into "call save() on the player object". This is where we're getting the actual data to save from the player. Here we iterate through each item in our list called savenodes, and call the code indented below it for each item, calling that item "i" var nodedata = i.save() if you followed this line with print(savenodes), you should see an output that looks like for i in savenodes: Here we create the variable 'savenodes' and have it become an array containing all the nodes that have been added to the "Persists" group. Maybe we'll break down the lines and see what's happening: var savenodes = get_tree().get_nodes_in_group("Persist") The code snippet I posted shows the part of the code that's doing that. Your save_game function is calling the save() function on your player. How would I call the save() function in the KinematicBody2D? I've read the Docs many times and they explain it in a way that I can''t really understand. Then when I click on the continue button again I should reload my KinematicBody2D's position right? ( I added a move function so I could see if it would reload it's current pos ) But nothing happens. Then I wanted to make it so I could go back to the menu screen ( Just above ) Get_tree().change_scene("res://Scenes/scene_a.tscn") If (i = "filename" or i = "parent" or i = "posx" or i = "posy"): Get_node(currentline).add_child(newobject) Var newobject = load(currentline).instance() # First we need to create the object and add it to the tree and set its position. Savegame.open("user://savegame.save", File.READ)Ĭurrentline.parse_json(savegame.get_line()) Var currentline = # dict.parse_json() requires a declared dict.
![stencyl save game stencyl save game](https://i.pinimg.com/originals/dd/80/3e/dd803e66bcd371e7df5f73071b35d16c.jpg)
If !savegame.file_exists("user://savegame.save"): Savegame.open("user://savegame.save", File.WRITE) Var savenodes = get_tree().get_nodes_in_group("Persist") In scene_b I have a control node with a script, I added a player ( KinematicBody2D) then I followed the Godot docs Saving tutorial, which I then got this code into my Control Node Script this is what the code looked like in the Control Node (Btw there are correct spacing it just didn't load) This made it so when I clicked the ContinueButton it changed to scene_b. Get tree.changescene("res://Scenes/scene_b.tscn")
![stencyl save game stencyl save game](https://myservername.com/img/other/46/trending-10-best-video-game-design-development-software-2021-10.jpg)
So I created two scenes named scene_a and scene_b Scene_a had a continue button which I just connected to a main scene_a script with just a simple code like this.