Game testing using existing saves.

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Started by CrazyCrab 4 posts View original ↗
  1. Hi everyone,

    In my current project the initial cutscenes have a couple of switches and common events that need to trigger before anything else does, as they contain things like prices etc. At the same time I don't want to have to do the intro every time I test the game, so using an existing save would be much better.

    My question is, when I launch the game using Playstest and choose an existing save, will it be compatible if I change the database etc?

    I have no idea how it works there and I don't want to end up with bugs in the long run. Alternative I might just add a skill that does all of that, but just being able to choose a save in different spots would be way better for debugging.

    Thanks!
  2. it is compatible, just be careful what you change. Using most script with an old save will likely result in a crash, if the script wasn't already included before.
  3. As an alternative to completely restarting the intro, you could do this.

    Move the 'start position' event to the map you will be on after the intro.

    Have an event there which sets all the switches etc.  I use the graphic of a cow - precisely because it is incongruous and I am very unlikely to overlook deleting it when it's done its job.  I click on it and whatever I want to set (or to give myself items, skills, anything really) gets activated.  I then carry on playtesting.  This ensures that any new new scripts you have or database changes you've made can take effect.
  4. I created a warp zone for my game, and each teleporter sets the switches that are supposed to be set for that point in the game for me.

    Incidentally, you could also just hit F9 and turn on the switches you need to turn on (or off). It's pretty quick unless you need to find switch 500 out of 999.