First we tried doing it with selective load (inventory + variables). A player would select their profile in main menu, we would tried to load their progress, before letting them start a new chapter scene where no save fiel existed yet, but ran into …
Thanks a bunch, using a custom action to load variables does the trick.
Just FYI when we tried to use selective load to do this (everything but variables unchecked) it loaded the scene, maybe even the complete save, anyw…
While this seemed to work for a while, we have been running into the issue that again. I know it has been fixed in 1.64 but upgrading this late in the project is not an options for us. Has the selective load issue been fixed, yet? I tried to load on…
Game Start
Scene 0 - Title Scene
"OnLoad" calls TitleMenu
The TitleMenu is for selecting/creating profiles and quitting only. Once a profile is created or selected, a button labeled "continue" appears that is supposed to switch…
Thanks, as always, for the response. I looked into the code for a bit, played around some more with various toggle options and the easiest workaround was to ... just do it with buttons.
I don't intend to use this for more than a handful of slots a…
That'd be really neat. Thank you for looking into it.
Inventories are basically a collection of hotspots, right? But they lack some features like sprite swapping, renaming, disabling interactions, etc. maybe there's even more.
I can already do a…