cloud_file_save(file, description);
Argument | Description |
---|---|
string | The file to be uploaded (as a string). |
description | A brief description of the data being stored. |
Returns: Real
This function will commit a file to the chosen cloud service for
storage. The function will return a unique id value that
should then be used in the appropriate asynchronous event to
identify the ds_map that is returned as a "call back" from the
cloud service. The file should contain all the information
that you need to save for your game as you can only store one
single "data blob" to the cloud, and running this function again
will overwrite any previously stored values (as will using the
cloud_string_save
function). The description should be a short string of information
that describes the save, eg: "Level2, Stage2".
For further information on the returned asynchronous data, please
see the function cloud_synchronise.
var t_str = "";
for (var i = 0; i < 10; i++;)
{
t_str += string(global.Highscore[i]) + "|"
}
var file = file_text_open_write("Highscores.txt");
file_text_write_string(file, t_str);
file_text_close(file);
save_check = cloud_file_save("Highscores.txt", "Current
Highscores");
The above code creates a string from the values stored in the global array "Highscores" and then writes this string to a file for local storage. The file is then sent to the cloud service for storage.