Post
by NealCruco » Thu Sep 04, 2014 1:54 pm
Wait...you two have given me an amazing idea. Maybe this is what you were saying, but here it is.
Before, my idea of in-game saves was slots that were actually part of the game. They would only be accessible from inside the game, and there would be a limited number of them. But wtg62 just made me think...What if GSim could load external .txt files as game saves? I already have a modest collection of saves that I copy-and-pasted into text files, so this would be so much better than internal save slots. Here's how it would work:
Instead of seeing two boxes when you clicked the save/load button, there would just be two buttons. The Save button would export the code for whatever was currently on screen to a text file, located in a pre-chosen folder (by default, the folder GSim runs out of). Maybe you'd get to pick a name, or maybe GSim would choose it for you. The Load button would have you pick a file (maybe using the OS's load dialog, or maybe just by specifying a file path), and then it would interpret the contents of that file as save code. If there was an error, it would tell you so.
The good things about this save/load method is that you could edit the text files all you wanted, and then load them straight from the program, without copy-and-pasting. Currently, in order to load a save, you have to open the file in a plain text editor, copy all the text to your clipboard, paste it into GSim's load box, and click Load. A bit of a hassle, especially when running in full-screen. This method would make saving and loading much better.
Is this how you envisioned saves too, Andy? Does this sound possible?