game_save_buffer(buffer);
Argument | Description |
---|---|
buffer | The buffer id to save to. |
Returns: N/A
With this function you can save the current state of the game to
a previously created "grow" buffer (see Buffers) which can then be loaded again
at any time using game_load_buffer function.
This function is designed for use in a single room at a time (ie:
it's not advised to do a buffer save in one room, then try and load
the buffer from another one) and should ideally be used only for
checkpoints or level restarts.
NOTE: This function is very limited and it is
designed for the beginner to get a checkpoint system up and running
quickly, but more advanced users may prefer to code their own
system using the File
functions, due to the fact that the game will not save any
of the dynamic resources like data structures, surfaces, added
backgrounds and sprites etc..
if keyboard_check_pressed(ord("S"))
{
global.Checkpoint = true;
game_save_buffer(save_buff);
}
The above code will set a global variable to true and then save the current game state to the buffer indexed in the variable "save_buff" when the key "S" is pressed.