Yes please! I could use ANY help given
OMG I THINK I KNOW WHAT I DID WRONG! I had the things I was wanting to save sending at a different channel then the actual save stuff! OMGGGGGGGG
Welp i have builder’s block. I was blind. lemme figure this out…
Okay!
Button > Trigger (Sets property value to 1)
Then a button that has an interaction message saying ‘Load’
The button sends to a checker that checks the property value
Checker: If 1, send on channel Load 1 (Grants a legendary pickaxe)
This is after you buy a legendary pickaxe, ofc
It works, even after the game has ended or you left!
Expand based on this for your whole game (You might need to tweak some things.)
Question: How will the legendary pickaxe be granted to you?
The granter has a when recieved on channel, grant box
set that to Load 1
Okay, that makes sense.
I think what’s getting me in the guide is the Multi-Digit Counter again…
Do you have any idea on how to make the multi-digit counter?
Private messaging has been turned off.
You know what? While I wait for somebody to figure this out (LOL) Ima read the XP guide
because i didn’t make it
Not necessarily. How exactly you save your information, along with presenting it, is up to you. Generally though, everything just gets upscaled. If I have a property sensing some event, and then I have three events, I just have a property sensing three events. Not that tricky. As for adding it to the save file, you can just… add it pretty safely. Once you get to things that can be multi- or single-digit numbers/strings, you need to start adding escape characters to tell which part of the code is which, but other than that you’re fine.
was it the digit entering thingy
cus like
theres a bunch of ways to do that
I was trying to find the most memory efficient one, but I got too bored and demotivated to do it. Honestly, it’s just gonna have to take a while for players to do, and you can use 3 triggers for each to increment. I was trying to operate on the scale of optimizing for 2 triggers instead of 3, but when your scale is that large, it doesn’t really matter. Just do what works for you.
Also I can’t edit the thing anymore, but I made a new updated TL;DR in one of the last replies on the topic.
Anything else?
@Blackhole927, quick question. Is there any way to get the url of the questions used in-game as a string (assuming the players choose the question set)? If there is, I have a neat idea.
I’m not sure.
after researching and testing it out,
No, Gimkit doesn’t offer a feature to get a direct URL for each question used in a game. You can only view and edit questions within the Gimkit interface itself.
what was your idea though, @jjnitzan
I don’t mean for the question lol, I mean for the question set in general. If you can view the url and convert it into a string, you can use it as a impromptu save file (albeit one others can use if they know which set it is). Additionally, it’s not too complicated to change the question set using console before the game begins, meaning you have the ability to enter save codes in a bit of a complex way. While changing properties is near impossible (on a hosted game), changing the local question set is doable, and therefore a way to enter a save file.
Realization: That’ll be harder if you encrypt the code using the player’s name. Maybe once bitwise operations are figured out, we could somehow do a reversible bitwise operation, and instruct the player to next time join with the same name.
Well, sure there are multiple ways to make the multi-digit counter, but it would really help if you put in at least the way YOU did it. Because now there is a 77-message post trying to figure it out. Especially since there isn’t already a guide in the subject
no I literally didn’t make it lmao
I’m working on rewriting the save file and I’ll figure something out there. For now, you can figure this out on your own. It’s not a complex mechanism; saving memory is the only tricky part.
Okay. At least I know that it’ll get reworked soon