His new gamertag is one of those randomly generated ones, lol.Originally Posted by smeghead89
Actually I think leave the B button working, and every 5 or 10 levels move the rider ahead to the next checkpoint. It should then act as an autosave. Another idea is to add a 'Save' feature with limited, 1-time use save slots (checkpoints). The player could only save up to (5) times.
Save > Unfreeze rider & bike
It rolls down a hill or already has a Bike:Gas event active
Checkpoint > Freeze bike > Object representing the level number of the last save point shows on map.
Oh my god. THAT'S GENIUS!Originally Posted by Jolan
Why not just using the player event teleporting the rider to the next checkpoint?Originally Posted by Jolan
why does it even need more than 1 checkpoint?Originally Posted by Blastergamer
you just can just overwrite your leveldata every few levels, unless you maybe want to go back several saves
If you reset to the same checkpoint, it'll reload from when it was first triggered. If "reset at checkpoint" is not selected, the game probably won't reload the previous data.
Perhaps if you toggled that off, reset to driving line, enabled it then rolled over checkpoint 1 again?
hmm i could be wrong though but i thought "reset at checkpoint" completly resetted the datasources to its original form and and didn't really "save"Originally Posted by Jolanphone
if you would use the player event to reset to an earlier checkpoint would it also go back to previous saves? like checkpoint 2 is triggered but you send him back too 1?
my method for saving would have been
-save the leveldata in non resetting datasources with set events
-connect the trigger from the checkpoint to some set events to reload the leveldata into the game
(could use several checkpoints with data for different autosaves that could be cycled through)