I haven't ever used the built-in save feature myself (I have used INI's like Jayjay mentioned though), but would it be possible to have a very small, bare-bones save screen layout to save and load from at runtime?
Yeah, you can make a separate layout and set your events for saving and loading right in there. I just ran a test today of that in CC1. I only had a few assets in the layout I wanted to load, but it worked except that if I had two commands tied to the same button (i.e. left mouse button saves in layout 1, and left mouse button loads in layout 2 and also loads a picture from file) it causes images in the loaded layout to enlarge and pixellate, and then when I click the left mouse button to load, it crashes.
Like, you hit pause and transition to a separate save/load layout with a simple UI. Hit the save button, and it stores all the globals you need. Hit the load button to load them. Then you can transition to whatever level is stored in your "currentLevel" global or whatever, and populate any scores, powerups, stats, or whatever with your other globals. Would that be one way around the lots-of-assets-to-load problem?
That sounds like a plan. I'm definitely going to give that a shot as I would like to be able to get a precise save and load down to the last saved x and y position. Though, it seems like .ini is the path of least resistance for most games where all you need to do is save values/scores. It's quite possibly a larger matter of the .ini object being more functional than Save/Load and that the Save/Load function still has some critical bugs to be worked out. I mean, I've written to and loaded things from .ini with no problem whereas I've had glitches and crashes with the same things using Save/Load.