So if I use call screen to bring up the save screen when the player clicks on a certain menu option, it saves just fine. The only trouble is, when you load the game, you wind up inside the save menu. I have no earthly idea why it's doing that. It's not supposed to do that. In addition, the screenshot image on the save file is showing up as the gray room placeholder no matter what background or text is actually displayed in game.
But, again, I'm trying to get the engine to do something it doesn't really want to do. I'm trying to implement saving only in specific locations. (And yes, I realize that could be considered user unfriendly. It's not a choice I made lightly. I could explain my reasoning, but that would be beside the point of this post, so I'll spare you.)
So far, I've done this by removing the autosave feature, disabling rollback (history works just fine), and removing normal menu access to the save screen. Instead, the save screen is accessed with call screen when the correct option is selected from a dialogue menu inside the player's home. I don't see why this would cause a problem; but obviously, it does.
The menu in question. I'm not sure what else I should show y'all, if anything.
Code: Select all
label apartment:
menu :
"What do you want to do?"
"Save":
call screen save
jump apartment
"Check the clock":
jump clock
"Look around":
jump lookapartment
"Go outside":
jump apartment_outside
"Go to bed":
scene bg sleep
with fade
"You sleep until morning"
$ time_date.clockset(420)
$ time_date.day_forward(1)
jump apartment_init
