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Progress Marker Tutorial

CG-Tespy edited this page May 5, 2020 · 3 revisions

Table of Contents

What Are Progress Markers?

They're block commands to help you execute blocks in response to a save being loaded. They're to be used alongside the Save Data Loaded event. The Progress Marker command is the replacement for the Save Point command, while the Save Data Loaded event is the replacement for the Save Point Loaded event.

An Example, Please!

Let's say that you want a "Hey, welcome back!" sound clip to play every time a player loads a just-past-the-prologue save. What you'd do is this:

1. Have a Progress Marker command execute just after the prologue is done. Make sure it has its own unique key.
2. Add a Fungus Block with its Execute On Event set to Save Data Loaded (it's under Scene). In the Progress Marker Keys array it has, add the key for the Progress Marker you made earlier.
3. Add a command to that block that plays the clip.
4. If said marker was the last one executed before a particular save was made, then when that save is loaded, the block should execute and the player should get a verbal welcome.

How Does This Work Behind the Scenes?

While a save file is being made, it registers the key for the last Progress Marker command executed. When the save is loaded, the system searches for every Save Data Loaded event in the scene. Each event that has the key within its array gets its block executed.

Notes

1. If the array for a Save Data Loaded event is empty, the block it's on executes regardless of which Progress Marker's key is registered in the save file.
2. As Save Data Loaded events have arrays of keys, that means you can have multiple Progress Markers leading to triggering the same block. This way, you can tie these events to any number of markers.

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