Collectible Memory Help

So in my game I’m making there are 251 collectibles. Amazing. And since there are so many collectibles I want to incorporate a save code (which is 308 digits long).

Anyway the base system for the collectables is:

  • 251 Triggers (10% Memory)
  • 200 Item Images (3% Memory)
  • 61 Text (4% Memory)

Which means the base system adds up to 17% memory. No changing that. So what I need help with is the system which stores the collectible in the save code. Right now what I have is: A trigger increments a counter, which updates a property. Then when that property updates, it uses a trigger with blockcode to add it to a final property that stores the save code. The thing is the property limit is 128 so I’m fresh out of ideas. Does anybody have any?

To be clear, you want a way to store the properties of the collectibles, but the property limit is only 128?

Then just store multiple in the same property, and use the get substring.

Then each of the 251 triggers would need blockcode which is 136% memory, which is not possible.

Is it possible to have multiple properties stored in one trigger? If so, wouldn’t that make the amount of triggers be less?

Hmm, the property limit would be hard to work around. If you link multiple items to one property and have multiple properties linked to one trigger. Would that be of any use?

No because there is 251 different collectibles around different places around the map, which means I NEED 251 triggers.

Are the triggers triggered by a player walking over them or entering a proximity of them?

Walking over them

Hmm, you could have multiple items trigger on the same trigger? Like a loot case?

No, each collectible is unique and in its own area.

Oh… Hmm. Let me think.

Maybe replace some triggers with checkpoints? Could that work?

I’ve hit checkpoint limit :skull:
But that doesn’t help with the updating property part

Oof. That is not good…

Hmm. How about reusing the same trigger? Like in the block code it could check for certain conditions. However, that wouldn’t really work unless you spam zones -_-.

So all the 251 triggers would link to one trigger? How would that trigger know what collectible of 251 it was though?

I guess each collectable would need a property value. Then when the trigger activates it checks the number and see’s which value it is and make actions according to that.

Wait what if each counter thats linked to the trigger starts at [0, 1, 2, 3, 4, etc], then it would update the same property for all counters, then it would find the digit in the save code property and set that digit to 1?

Said pretty much the same thing :skull:

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Thanks!

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