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Question: What is the simplest way to make the game check if the player has saved their game or not?
Answer[SIZE=18.399999618530273px]:[/SIZE][SIZE=18.399999618530273px] [/SIZE][SIZE=18.399999618530273px]UPLOADED FINISHED EVENT ([/SIZE][SIZE=18.399999618530273px]!![/SIZE][SIZE=18.399999618530273px]SOLVED[/SIZE][SIZE=18.399999618530273px]!![/SIZE][SIZE=18.399999618530273px])[/SIZE]
Original Post:

Answer[SIZE=18.399999618530273px]:[/SIZE][SIZE=18.399999618530273px] [/SIZE][SIZE=18.399999618530273px]UPLOADED FINISHED EVENT ([/SIZE][SIZE=18.399999618530273px]!![/SIZE][SIZE=18.399999618530273px]SOLVED[/SIZE][SIZE=18.399999618530273px]!![/SIZE][SIZE=18.399999618530273px])[/SIZE]
Original Post:
I have made a conditional branch myself, in which I compare one variable against another to see if the save count has changed or not but, some how, if I set it up to ask if they're sure they dont want to save, and then, after saying no, they decide to go ahead and save, sometimes, it takes the event into a loop where it keeps asking if they are sure they dont want to save... I have looked it over many times, I'm guessing it has something to do with the 2 variables I'm using to check against each other, both being set to game data "Save Count". The odd thing is that it initially works correctly, but then, as I said, if you say no to saving and then decide to go ahead and save, upon confirmation ("Are you sure you want to continue without saving your progress?"), somehow it breaks itself... lol
Hopefully, I havent confused you all, too badly
Hopefully, I havent confused you all, too badly

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