Glitchfinder":3ogokau2 said:Theory, you really overcomplicate things. All you need to do is make sure that the original weapons, characters, and other database information is there and identical to the first game. (with the exception of monsters, troops, tilesets, and possibly system) Then, all you have to do is make a script that will load the data from a save file from the previous episode, and recompile it into a new save file for the current episode. This is how many games that don't use a code-based transfer system do the trick, such as .hack//INFECTION, which is volume 1 of a 4-game set. Incidentally, so long as the original databse system exists in the continuation, there is nothing to stop you from creating and adding new stuff to the database, so long as it appears after the stuff from the original game(s).
Glitchfinder":375iqbvl said:Theory, you really overcomplicate things. All you need to do is make sure that the original weapons, characters, and other database information is there and identical to the first game. (with the exception of monsters, troops, tilesets, and possibly system) Then, all you have to do is make a script that will load the data from a save file from the previous episode, and recompile it into a new save file for the current episode. This is how many games that don't use a code-based transfer system do the trick, such as .hack//INFECTION, which is volume 1 of a 4-game set. Incidentally, so long as the original databse system exists in the continuation, there is nothing to stop you from creating and adding new stuff to the database, so long as it appears after the stuff from the original game(s).
It might go something like this?Brewmeister":22ai9i98 said:I think either way you do this, there will need to be some accounting done. You'll need to keep track of each type of data that you want to carry over, and handle it in the Scene_Load or New_Game class. (Or create a new "Continue from previous chapter") class that handles your carryover data.
You have the obvious data, everything in $game_party. But you could also have variables/switches (quests completed, milestones passed, etc...). Self switches of events that occur in both chapters (if not all new maps).
Either one of your suggestions will work, depending on the complexity of the system requirements.
And since the OP didn't specify any detailed requirements, this is pretty much an open discussion on the many possible ways to implement such a system. (We could have skipped the whole horrid affair, and just answered, "Yes. It is possible.") :scruff:
Here's what I think I would do...
Create a new Save class that only executes at the end of a chapter, and saves a custom save file (chap1.rxdata) with only the data I want to carry over.
Create a menu option in all sequels (chapter 2 and up) "Continue from previous chapter", and pop up a file open dialog to select the custom save file (or just make them copy it to the new game folder), then do a normal "New Game" load of the data, and then load the carryover data.
Still some accounting, as you need to make sure anything you allow to carry over still exists in the database, but a game rarely gets finished without proper planning anyways.
Be Well