- Joined
- Aug 3, 2014
- Messages
- 109
- Reaction score
- 26
- First Language
- German
- Primarily Uses
Hello,
I've only just recently noticed this, and I'm certain it wasn't like that before.
Basically, when I test something that is a bit further into the game, I go there, save and then test. If I need to change anything, I do that. Now I noticed that if I change an event and then load a savegame, the changes do not take effect. In fact, I need to start a new game for the changes to actually become visible. I know it's always been like that for enemies, but it certainly didn't behave like this when I started developing my game.
For example: I changed the location of a "transfer player" but it still transfers the player to the original location unless I start a new game. I deleted an event, but it's still there unless I start a new game. An event is supposed to show only when a switch is set. But it ignores the switch unless I start a new game.
It's an absolute nightmare to test now. I either have to play for like an hour to get to the location where I want to test, or I have to meticulously set all switches, variables and stuff that would be set along the way, bring the character to the proper level and all that manually. Basically testing now takes a lot more time and effort.
It also means that once it's released and I release an update, players will not be able to keep their savegames because even if I just do small stuff like move an event, they will have to start a new game for it to take effect.
I don't know why it suddenly is that way. Did they change that in an update? Is there a setting I can change so stuff is not as persistent in savegames?
I've only just recently noticed this, and I'm certain it wasn't like that before.
Basically, when I test something that is a bit further into the game, I go there, save and then test. If I need to change anything, I do that. Now I noticed that if I change an event and then load a savegame, the changes do not take effect. In fact, I need to start a new game for the changes to actually become visible. I know it's always been like that for enemies, but it certainly didn't behave like this when I started developing my game.
For example: I changed the location of a "transfer player" but it still transfers the player to the original location unless I start a new game. I deleted an event, but it's still there unless I start a new game. An event is supposed to show only when a switch is set. But it ignores the switch unless I start a new game.
It's an absolute nightmare to test now. I either have to play for like an hour to get to the location where I want to test, or I have to meticulously set all switches, variables and stuff that would be set along the way, bring the character to the proper level and all that manually. Basically testing now takes a lot more time and effort.
It also means that once it's released and I release an update, players will not be able to keep their savegames because even if I just do small stuff like move an event, they will have to start a new game for it to take effect.
I don't know why it suddenly is that way. Did they change that in an update? Is there a setting I can change so stuff is not as persistent in savegames?