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Penguination
#5620643Saturday, February 14, 2009 7:26 AM GMT

The official Roblox save system should be a little mroe advanced than the existing ones. Here's details on how it should be like: 1. a function for a player called save(), so that the save system can be applied to scripts. Like an onCHatted event or a brick touched and it saves. So for example: player:save() 2. same thing as save() but with load() EXAMPLE for 1 and 2: function onTouched(hit) player:save() end 3. The things that are saved when the save() function is called should be ONLY Value objects, like the IntValue used in leaderstats, but they should be all of the types of values like BoolValue, NumberValue, StringValue, not just IntValue. 4. The saved values should extend beyond what is shown in the leaderboard. For example: somone makes a place where some values are stored within the Player object itself so that it is not seen in the leaderboard. Those Values should be saved too. Another reason why it should be extended beyond the leaderboard is that if somone tries to fit every single value into the leaderboard it'll look all messed up and unreadable. 5. to add on to #4, make a boolean property(true/false) in the Value objects that whether they should be saved or not when save() is called. it's not like you'd want to save the KO's the person had last time they came. But remember from #4: only the values within the Player object and leaderstats of the player can be saved, thus that property belonging to a Value that does not belong to a Player object or a leaderstats will have no effect. EXAMPLE for 5: IntValue is set to false for saving, thus it won't be saved when player:save() is called. EXAMPLE for 5: BoolValue is set to true for saving, thus it will be saved when player:save() is called Example for 4 and 5: If a Value is set to true for saving but it is not located within a Player or leaderstats then that property won't be saved anyways. I serioisly hope the save system will work like this, because otherwise it won't be compatible with all types of places that require saving, such as: an RPG with multiple Characters and classes.
Penguination
#5620762Saturday, February 14, 2009 7:37 AM GMT

these other suggestions don't matter as much but they'd help alot too: 6. Just so that the database of saved information for each player who saved in that place doesn't grow too big, have the saved information be deleted after a few months, but before it gets deleted, the player that the saved data belongs to, will have to renew the data so that it doesn't get deleted. EXAMPLE for 6: A player has not visited a place that he has saved data in for a few months. He recieves a pm or some sort of message that asks him whether to renew the saved data or to let it be deleted. If he clicks "renew" the data will stay for another few months, and he'll get another message everytime he has to renew it. 7. the maker of the palce can access the saved information of each player and search for certain values or best scroes, kinda like a real database.
Penguination
#5628920Saturday, February 14, 2009 6:47 PM GMT

8. also with tools and hopperbins mabe could be saved
Penguination
#5628938Saturday, February 14, 2009 6:48 PM GMT

wait nvm
Meelo
#5628971Saturday, February 14, 2009 6:49 PM GMT

Why not just like a game.Database:Save(Place,...) With ... as values you want to save and Place as a string for rindexing it and then game.Database:Load(Place) With returns of ... It would be more useful that what you suggested
Penguination
#5637732Saturday, February 14, 2009 11:50 PM GMT

um.. that has nothing to do with savving a player's stats. And I disagree my way would be better because then you wouldn't have to specify what to save evrytime u call it, which can be pretty often.
Meelo
#5637774Saturday, February 14, 2009 11:52 PM GMT

How does that have nothing to do with saving a player's stats? Your way would be more difficult to implement and less flexible
Penguination
#5637913Saturday, February 14, 2009 11:56 PM GMT

there's no way the game knows who's stats will be saved just with those two parameters for database:save(Place, Values) if u want it to all be in one function it should be jsut this: game.Database:save(Player) and it would be anoying typing every single Value object of the player that u want to be saved into there. Also there's a hgiher chance of the script breaking due to spelling mistaes or the value no longer existing.
Meelo
#5637956Saturday, February 14, 2009 11:58 PM GMT

It shouldn't be limited to stats, and it shouldn't be limited to players. Is using :GetChildren() so hard?
fuggles
#5638580Sunday, February 15, 2009 12:18 AM GMT

Roblox wouldn't have to completely change the setup if they would enable the io commands...
bob10110
#5676010Monday, February 16, 2009 4:53 AM GMT

I had thought of how a save system could work myself -- it was simply to save the data automatically as a person left the Place, into a "saved game slot" where a person could have a couple saves at a time. It'd be a way for BC members to gain another benefit, as they could have more "save spaces". I'd look for the topic named "Possible save/load service?", but I don't see much of a point since it will (eventually) be implemented in some way now. This idea's definitely got some points over my own plans of this idea: --Provided there's enough server space to do so, basing the data erasing off of time instead of space may be a better idea. Players wouldn't feel as restricted. --Making the save process a method (in this case, a connection line) would make certain things easier to implement, like checkpoint saving. --High scores is one thing a lot of people would really like to see, including myself. However, I'd prefer that this would be made into a separate method ("SaveScore()"?) since not everybody who needs things saved needs it to be publicized.
eyeontheprize
#5677440Monday, February 16, 2009 6:55 AM GMT

Why not just add mysql connection? I would prefer that, because I like to have the data stored on my database.
Penguination
#5764682Friday, February 20, 2009 3:20 AM GMT

thanks bob, well maybe there could be something like save slots like a DHTML thing. Anyways, having the save system as a method would also lessen the amount of people using the system, thus using less memory. I jsut hope this system won't lag roblox.
Penguination
#5764698Friday, February 20, 2009 3:21 AM GMT

tools and hopperbins can technically be saved jsut by the maker making a few scripts to the place, so no saving tools.

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