Hi Rojo,
Thanks for tackling this!
The objects are global so they keep the same position from layout to layout.
Yeah, that's exactly what I want it to do, with the addition of being able to have the objects return to the previous positions they were in in Layout 1.
You could try to reload when you go to layout 1.
Do you mean manually, or through events?
When I've tried it manually the program just sends me to Layout 2 when I click the black loading button. When I've tried to do it through events where I try to get a load and a layout jump at the same time, the program refuses to do either and I'm stuck on the same layout :-(
I really need it to reset automatically, but I figured that if I can't at least get it to stay on Layout 1 when I click load there is no reason to even try tackling the auto load function yet.
This makes solution 1 not work, so I would say this would be a good situation to do your own save/load system.
I created an .ini Save/Load system last year, it worked great. But my hard drive crashed since then and I no longer have the old file. To make matters worse, I can't even remember how I did it, lol :-(
The other thing I worry about is how the system will handle loading and saving duplicate sprites like how you'd have a lot of when laying ground tiles for a platform game. The save/load function in events would obviously do it naturally but I'm not sure of how to go about it using an .ini save system. If I can do it like a level loader where sprite positions are read from the .ini file at runtime then that would take care of positioning at least, but I forget how to save plugin parameters and such.
It's a Construct game state file, only readable by the game that made it.
Right, but I was trying to find out what the file extension is. I can't find it.
Here is a simple save/load that will work for your example:
http://dl.dropbox.com/u/5426011/examples15/simple_save_load.cap
Yeah, I could already do that with my current setup if I only use one Layout. I actually originally did that, but I need two layouts; one to use as an editing board, and the second to use as a fake 'runtime' of the editing board.