Hey!
We're creating an Arcade-style classic brawler (think somewhere between Golden Axe and Streets of Rage), and want to implement save slots.
The working flow for this is attached.
There doesn't seem to be a lot of documentation about how the save slot system works outside of just using the existing prefabs.
What are the right methods for finding/creating/deleting save slots?
Is functionality like I need already in there and I'm being dense, or do I have to write a wrapper to cover the button and the logic for if I'm creating default data/loading/etc?
Otherwise, asset implementation has been very smooth so far, even with a whole host of custom classes and wierd implementations on my end - hugely appreciate the work that's gone into it.
Fixed Save Slots
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Fixed Save Slots
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Re: Fixed Save Slots
Hi Richard,
Have you taken a look at the Creating Save Slots guide?
https://docs.moodkie.com/easy-save-3/es ... ave-slots/
It's also further documented via the scripts themselves, which are fully commented.
Generally the save slots work as described in your flow chart. If you wanted to create your own default file (Easy Save creates an empty file by default) then you would need to do this using the On After Select Slot event, or by overriding and modifying the ES3CreateSlot.cs file and creating a prefab which uses that as per the Customising the save slots section of the guide.
All the best,
Joel
Have you taken a look at the Creating Save Slots guide?
https://docs.moodkie.com/easy-save-3/es ... ave-slots/
It's also further documented via the scripts themselves, which are fully commented.
Generally the save slots work as described in your flow chart. If you wanted to create your own default file (Easy Save creates an empty file by default) then you would need to do this using the On After Select Slot event, or by overriding and modifying the ES3CreateSlot.cs file and creating a prefab which uses that as per the Customising the save slots section of the guide.
All the best,
Joel