Questions about the new Save State feature

Greetings,

I logged onto GDevelop today and noticed the new update, which adds an interesting new feature; save states

Being able to use emulator-like save states in GDevelop is quite fascinating. I’m especially impressed by the profile feature that allows us to narrow down what specifically gets saved, and the feature that allows running code when a load succeeds. But I have a few questions about it in regards to the already existing save and load features

From what I can assume, the devs are trying to introduce a more intuitive and user friendly way to save your game progress, which causes me to assume that the existing save and load events are eventually going to be deprecated in the future.

Although, since these are merely save STATES and not just saving in general, it makes me curious…

Are there any cases where save stating is more desirable than using the existing save and load events? Will I still be able to make a “File select” menu using the save states?

This feature fascinates me a lot, but considering GDevelop already has save and load features, it makes me wonder if this is eventually going to just straight up replace them entirely, and if there’s any situation where it’s better to use the original save/load over save states

What do you all think? Feedback is greatly appreciated, thanksss

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The save states introduced during the latest update allow for more flexibility in data saving.
Saving wiith a profile into a variable also provides more freedom in the data you want to save. If you save to a variable, it is then possible to serialize the value as JSON, and then save it to a file.

This means you’ll have a file saved on the computer, which contains the save data.
To write a file, you must use the file system actions.

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Thanks for the info, I’ll play around with the save states and see what I can do with them, they look very promising

@RMDB As promised
Prepare popcorn

@Shadowbonnie7 Never it will for sure
And if what i read in patch notes is how save states actually work
Then imagine this

You make save state of your game
That includes ALL objects you have there
For example bullets
But that is easy
After loading state you can just delete them
What about enemies and their positions
Well you don’t want to delete enemies
You want them to reset their position

Then IF I READ IT CORRECTLY to disable saving/loading for some objects you need to add to them some behavior

What if you have 100 objects you want to exclude?
Have fun

Bottom line i would say depends on what game you have
Something like clicker or puzzle game
Go with save state

Something like bullet hell or farming game
I would go with saving stuff to variables and storage

Don’t worry mate, I’m already sitting on the couch… :couch_and_lamp:

I think I’ll enjoy the whole scene on the forum.

Anyway, it’s a feature still in development, so I guess it will take time like everything else. As for my project, I don’t think I’ll use it for now… however, it’s a feature that’s always handy—in some cases.

guess time to expand custom objects functionalities…meet ya on other c.objects feature requests…prepare beers

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Ow don’t get me wrong
I am not saying its bad feature
In fact i believe its awesome we get it

I was just waiting
Cause A LOT of ppl assumed it would solve all saving/loading problems
Where in reality it will not

Same goes for upcoming 3D editor
Ppl think they will start making 3D games like crazy
When in reality its just 3D editor
So all they gonna get out of it is easier level making tool

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