v2.2.0 Added registerSaveFunction
- Added registerSaveFunction() for new entities saving system
When I was implementing a new system into my game, I realised that in some cases a feature like this is also needed, here is an example below:
The chest contents are constantly changing and, specifically in my case, we can get them only by converting them into a string, and this can be done correctly only before saving, so I put the converted string into a new variable in the registerSaveFunction() function so that just before saving it was converted into a string and the new variable was registered for saving and this new variable will be saved and loaded in the future. And after loading we need to convert the string back to the contents of the chest, for this we put it into the registerLoadFunction() function, which I introduced in version 2.1
Update Recommendations:
Updated resources:
- object "oEntities"(Create event)
- script "CHUNKS"(Be careful when replacing if you have entered your own data to save and load entity data. You will have to transfer them to each entity using the new format)
Files
Get Lime.Chunks.2
Lime.Chunks.2
Infinity procedurally generation world on chunks system
Status | Released |
Category | Assets |
Author | Limekys |
Tags | GameMaker, gms2, infinity, noise, perlin, prelin-noise, Procedural Generation, simplex, simplex-noise |
More posts
- v2.2.2 Added dungeons generator26 days ago
- v2.1.0 New entities saving loading systemOct 30, 2023
- Lime.Chunks.2 is released!Aug 02, 2023
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