gamecreator Posted February 15, 2015 Posted February 15, 2015 Stream* stream = SaveFileSystem::WriteFile(int savefileindex); Would be nice. Leadwerks could use general savefile names like save0001.sav. Quote
AggrorJorn Posted February 15, 2015 Posted February 15, 2015 I don't know really. Maybe there are more guidelines that we don't know about. I do recall a statement on that allowing 'require' could form a security threat. For that reason sandbox is enabled. Downside to that is savegames etc. Perhaps we are even worrying about nothing. Best to leave it up to an official statement from Josh. Quote
Gonan Posted February 16, 2015 Author Posted February 16, 2015 The only work around that I can see, is to add some API extensions to Leadwerks that allow some game objects to be persisted, like High Score, CurrentPlayerInfo, including Inventory, last save position, dropped items for each level/map, killed bosses. Then you wouldn't need any file i/o to be available from Lua, as the Leadwerks API would be performing the I/O. This could greatly extend the games that would be possible to be played within the Game Player. 1 Quote
gamecreator Posted February 16, 2015 Posted February 16, 2015 That's what I meant with my post above. Leadwerks could have a few more functions to handle this for you and it would use its own filenaming system so you don't even accidentally access anything you shouldn't. 2 Quote
Josh Posted February 16, 2015 Posted February 16, 2015 There will probably be something like that added, but one thing at a time. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
gamedeviancy Posted February 17, 2015 Posted February 17, 2015 where do I get it? LINK ? I think you need to purchase a DeLorean first. Quote "The only true wisdom is in knowing you know nothing." ~ Socrates
domi Posted February 17, 2015 Posted February 17, 2015 I think you need to purchase a DeLorean first. what??? Quote
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