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Sergeant DeeY
Posted: Sep 11 2009, 12:56 AM
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You know i'm working in a fangame called "Super Mario chaos", no?

I want to add a load file system that shows you the current stars you collected the last time you saved, How can I make it?



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mirror
Posted: Sep 11 2009, 03:28 AM
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CODE
draw_text(x,y,global.name);


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Soiyeruda
Posted: Sep 11 2009, 04:26 AM
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QUOTE (mirror @ Sep 11 2009, 05:28 PM)
CODE
draw_text(x,y,global.name);

It's a small start, but doesn't exactly solve his issue.

Anyways, upon research, you'll need to make use of INI file commands in order to accomplish this.

Direct Quote from Game Maker Help:

QUOTE

To pass certain parameter settings to programs a standard mechanism is the use of INI files. INI files contain sections and each section contains a number of name-value pairs. For example, here is a typical INI file:

CODE
[Form]
Top=100
Left=100
Caption=The best game ever
[Game]
MaxScore=12324


This file contains two sections, one call Form and the other called Game. The first section contains three pairs. The first two have a real value while the third has a string value. Such INI files are easy to create and change. The following functions exist in Game Maker to read and change the data in them.


ini_open(name) Opens the INI file with the given name. The ini file must be stored in the same folder as the game!
ini_close() Closes the currently open INI file.
ini_read_string(section,key,default) Reads the string value of the indicated key in the indicated section. When the key or section does not exist the default value is returned.
ini_read_real(section,key,default) Reads the real value of the indicated key in the indicated section. When the key or section does not exist the default value is returned.
ini_write_string(section,key,value) Writes the string value for the indicated key in the indicated section.
ini_write_real(section,key,value) Writes the real value for the indicated key in the indicated section.
ini_key_exists(section,key) Returns whether the indicated key exists in the indicated section.
ini_section_exists(section) Returns whether the indicated section exists.
ini_key_delete(section,key) Deletes the indicated key from the indicated section.
ini_section_delete(section) Deletes the indicated section.


Mess around with those a bit, and you should be able to figure it out. :S

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Sergeant DeeY
Posted: Sep 11 2009, 12:48 PM
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How can I create an INI file?, Using notepad or I can create it with GM.


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Alex
Posted: Sep 11 2009, 01:04 PM
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QUOTE (Sergeant DeeY @ Sep 11 2009, 07:48 PM)
How can I create an INI file?, Using notepad or I can create it with GM.

I think you can use Notepad.


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Boomb
Posted: Sep 11 2009, 03:30 PM
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QUOTE (Sergeant DeeY @ Sep 11 2009, 12:48 PM)
How can I create an INI file?, Using notepad or I can create it with GM.

Both, if you use GM it will be easier "In my opinion".


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Baroque
Posted: Sep 11 2009, 08:13 PM
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QUOTE (Alex @ Sep 11 2009, 10:04 AM)
I think you can use Notepad.

*.INI's are just text files. They're usually not even encrypted. This is why I highly recommend against using *.ini files for anything other than options and system settings; anybody can edit an *.ini save file with NotePad.

It's extremely unprofessional.


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Ianprime0509
Posted: Sep 12 2009, 02:51 PM
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I'd actually just use text files, INIs are way too easy to edit(I've played games before and got stuck on just 1 level so I edited the INI).


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Char
Posted: Sep 12 2009, 03:18 PM
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QUOTE (Ianprime0509 @ Sep 13 2009, 01:21 AM)
I'd actually just use text files, INIs are way too easy to edit(I've played games before and got stuck on just 1 level so I edited the INI).

.....and text files are more difficult to edit... How?


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OniLink10
Posted: Sep 12 2009, 10:08 PM
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QUOTE (Char @ Sep 12 2009, 01:18 PM)
.....and text files are more difficult to edit... How?

Usually because you'll just store the numbers, not the information that says what it is. I prefer using cstdio's binary file option for save files. I could write a DLL that allows you to write a Binary Save File if you want. I could even throw in a CRC32 Test to make sure there are no hacks of the save file. Want me to, Sergeant?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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RetroXYZ
Posted: Sep 12 2009, 10:49 PM
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You could get really hardcore and use game maker's binary file functions.

But every save file will be hackable. Don't worry about it.

This post has been edited by RetroXYZ on Sep 12 2009, 10:49 PM
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Baroque
Posted: Sep 13 2009, 03:57 AM
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QUOTE (OniLink10 @ Sep 12 2009, 07:08 PM)
Usually because you'll just store the numbers, not the information that says what it is.

you could also do this by not naming your *.ini groups and values anything

so instead of

[SECRET STUFF]
BLUECOINS=0xFF


you put

[GR1]
VL11=0xFF


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QUOTE (Ryo)
its the correct form of to.........lemme run it down for ya

to is used when your talking about the number. good way to remember this: to has to letters

too is used when your talkin about actions in stuff.

two is used when your talking about places and locations
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Sergeant DeeY
Posted: Sep 13 2009, 06:13 AM
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QUOTE (OniLink10 @ Sep 13 2009, 04:08 AM)
Usually because you'll just store the numbers, not the information that says what it is. I prefer using cstdio's binary file option for save files. I could write a DLL that allows you to write a Binary Save File if you want. I could even throw in a CRC32 Test to make sure there are no hacks of the save file. Want me to, Sergeant?

Ok, why not?, It probably works.


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Xgoff
Posted: Sep 13 2009, 01:23 PM
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QUOTE (Baroque @ Sep 13 2009, 02:57 AM)
you could also do this by not naming your *.ini groups and values anything

so instead of

[SECRET STUFF]
BLUECOINS=0xFF


you put

[GR1]
VL11=0xFF

but that's still susceptible to reverse-engineering

basically if it's so important to prevent someone from accessing savedata, you're better off designing your own binary format that would require quite a bit of RE work to figure out (or they could just decompile your game and modify its loading/saving system or find out how to spoof data)

i don't know much about gm's savefile data format, but since gmk 'encryption' has been broken, somewhere on teh internet the savefile format is probably documented up and down the block so you probably wouldn't want to rely on it, either

basically don't waste time doing it


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Bacteriophage
Posted: Sep 13 2009, 01:39 PM
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hi just wondering

why is it so important to secure the save data for a mario fangame


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Char
Posted: Sep 13 2009, 01:40 PM
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QUOTE (Xgoff @ Sep 13 2009, 11:53 PM)
i don't know much about gm's savefile data format, but since gmk 'encryption' has been broken, somewhere on teh internet the savefile format is probably documented up and down the block so you probably wouldn't want to rely on it, either

i don't think anyone would even want to bother with GM's built in save files
they're ****ing horrible and buggy as ****


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