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Hey, is there any way to test global data without exporting the game out?

Hi, I am not exactly sure what you mean by exporting the game, you can test it in playtest same as you would any other plugin, there is no need to export the game. Are you getting some error in playtest?

The global data is not persisting. Currently I'm testing it out in a simple loop: I open the game, add 1 to the variable I am testing, save global data, then exit to menu. I start a new game, and the variable has been reset despite it being marked as global data in the plugin. 

Could you show your event, and your plugin parameters? Also, could you try turning off all non-CGMZ plugins and seeing if you are still encountering the issue? You can also download and open the demo up in editor from my website, so you can see how the demo accomplished global data.

This plugin does create another save file in your project folder, so it is possible you do not have write access which could cause the creation of this file to fail.

That might be the problem. Do you know how to enable write access?

You should be able to follow a tutorial for changing folder/file permissions depending on your OS. If you can save normally then you should have write access.

Hello, the game that I'm currently developing requires a function that stores the player data such as name, number of hours played, level, and a certain item, with this plugin, will it allow me to implement this function to my game?

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Hi, this plugin allows you to save variables and switches globally automatically. You can also save custom data in the form of a string, which you can check in other save files. With some eventing you could accomplish what you want.

Hi there,

this plugin is great. Just have a little question. How do I save globally the amount of items I got? Let's say, I have 50 potions, I use 4 of them, which gives me 46 left. Now I close the game and when loading the (only) save game, it's back to 50. 

Any tips?

It would be a little difficult, you could use a global variable to track the number of potions the player has, and then increase/decrease it whenever they get a potion or use a potion. Then when a game is loaded you could check that variable and set the player's number of potions to that amount. If you want to do this for multiple items, it might get a bit tedious.

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Found a little workaround. I'm using right now Yanflys Save Core, and setted it on every map as a parallel event to save the game every 10 frames. This gives the feeling of the game permanently saving, the same goes for using potions and other consumables. Also, I've limited the game to one save slot.

It really starts feeling like Ragnarok Online, maybe you've heard about it. 

Perhaps your next plugin would be a "permanent saver" or something similar. Probably with excluding some maps where the permanent saving is disabled. ;)

Greetings

P. s. pretty sure there's another way instead of spamming on every map a parallel event to trigger the hidden saving function, but for now it's working and I'm happy.

If it works, that's all that matters :)

Glad you got it working. I can look into making things like item counts global in a future update, but as those counts can be changed in many different ways it might be a bit tricky.

Hi! Is it possible to use this with the achievements plugin?

Well that depends, what are you trying to do?

I’m trying to make achievements global, for example, making achievements for different endings in the game

Let’s say I beat the game and get the bad ending, then I beat it again and get the good ending, and the achievements screen will display both as completed

You should be able to do this with global switches/variables, and make your achievements track those switches or variables. For example, by turning a global switch ON when the bad ending is unlocked, and having an achievement track that switch.

Thank you! I think this will work