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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
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- Regular
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Hi i was wondering if it is possible to make save data from a game transferable to another.
Say if i were to make a first chapter of my game and the save data from it releases new options in the next chapter i were to make.....is that possible?
and also if it is possible...is there a way to stop cheeky programmers from changing the script to cheat XDD
Not that im saying any programmers here would dare cheat lol
Say if i were to make a first chapter of my game and the save data from it releases new options in the next chapter i were to make.....is that possible?
and also if it is possible...is there a way to stop cheeky programmers from changing the script to cheat XDD
Not that im saying any programmers here would dare cheat lol
I remember wanting to find out about this myself some time back, this http://www.renpy.org/wiki/renpy/doc/ref ... stent_Data is in the reference manual. I think this is what you're looking for, though i havn't tried it myself yet.
I'd be more scared of people changing the whole game by shortcircuiting something like the start label (I don't know if it can happen?) and making a whole other game reusing your assets and claiming it as their own (which would be... partly true). But this should be rather difficult since you'd have to know what to shortcircuit and how to get to the ressource files.
As for cheating... *shrugs*... it's up to the player to ruin his own experience, right? If they go to these length (changing the code), they surely know what they're doing
As for cheating... *shrugs*... it's up to the player to ruin his own experience, right? If they go to these length (changing the code), they surely know what they're doing
- PyTom
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Hm...
To communicate between games, I recommend using MultiPersistent data. That format is rock-solid, while the save game format changes often. (For example, I plan to change the save game format in 6.2.0, to support writing out savegames incrementally.)
To communicate between games, I recommend using MultiPersistent data. That format is rock-solid, while the save game format changes often. (For example, I plan to change the save game format in 6.2.0, to support writing out savegames incrementally.)
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
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- PyTom
- Ren'Py Creator
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Yes.
I will also need to make saving interruptable, and implement some sort of autosave/quicksave gui. But this is one of the features planned for 6.2, if I can make it work.
I will also need to make saving interruptable, and implement some sort of autosave/quicksave gui. But this is one of the features planned for 6.2, if I can make it work.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
- PyTom
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- Joined: Mon Feb 02, 2004 10:58 am
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Well, the alternative would be to try to fix cPickle, which lets saving occur much faster, to the point where none of this would be necessary. But a while ago, that was causing a C-level hard crash, which means I couldn't even detect the crash and try to recover.
Ah, the trials and tribulations of being a Famous Game Engine Creator™.
Ah, the trials and tribulations of being a Famous Game Engine Creator™.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
- PyTom
- Ren'Py Creator
- Posts: 16096
- Joined: Mon Feb 02, 2004 10:58 am
- Completed: Moonlight Walks
- Projects: Ren'Py
- IRC Nick: renpytom
- Github: renpytom
- itch: renpytom
- Location: Kings Park, NY
- Contact:
It would be a problem with automatic autosaves, where a slow save could interrupt gameplay.
Actually, I'm now thinking that I may move Ren'Py back to using cPickle. The problem it was experiencing previously was due to segfaults caused by unbounded recursion depth. I think I can fix this, and if I can, it will make Ren'Py saving and loading much faster.
Actually, I'm now thinking that I may move Ren'Py back to using cPickle. The problem it was experiencing previously was due to segfaults caused by unbounded recursion depth. I think I can fix this, and if I can, it will make Ren'Py saving and loading much faster.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
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