In event commands, go to scene control on the 3rd page. Go to Change Save Access and click disable. I do this on my first map, but I allow saving on save points and the world map so I have a parallel process that enables saving on that map but an event that disables it again when I go to a non-world map. Use "Open Save Screen" for save points.
I may be a bit late but there are several different ways of doing this.
In order to do that, create a common event, you can even set up dialogue, choices, or even just simply have it open the save menu screen. Once you have the common event made, create an item and in the "effect" box, set it up so it calls the common event in order to save.
Due to the freedom us devs have of adding and removing items whenever we please in specific areas of our games, we can simply give the item back to the player in certain areas, and remove that item from their inventory when entering other areas that we do not want them saving the game in.
For example, say I wanted a player to only be able to save while they're in a Inn or something, but don't want to set up a save point? I can make an item (lets say I call it a "save pass" or something) and as long as they're in the Inn, they can save the game freely using that item. However, once they leave, that items is then "removed" from their inventory and can not save the game.
I just have it set up so the item is required, so if they can't find that item, they can't save the game.
I'll use a screen shot from the game I'm currently making, hopefully this helps out!
Removing Save Method:
In order to do this method, which may even be simpler to do, is to remove the saving ability in specific areas of the game. In the event, 3rd tab of commands, there is a command option to "change save access" which can be used to easily remove the saving abilities in dangerous areas of your game.
Save Points Method:
In this method, you can create save points. These points can be anything you want them to be: a crystal, journal, torch, fire - anything. Creating this save point will also allow you to set them up in specific areas of your game. Think... Dark Souls. There are bonfires throughout the game, and a bonfire marks a respawn point. In your game, say you set up a campfire, these campfires can be used as save points.
This is done by creating an event, and within the event, give the player the option to save their game similar to the item method.
I hope this helps an I'm sure there are plenty more methods, but these are a few that come to mind without having to dig through the Maker and experiment for hours on end lol
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