Well lets start repeating sripts somoen gimme a throwin script
Heres how to save the game:(requires flash 6)
Object.prototype.setCookie = function(c, n, v) {
var so = SharedObject.getLocal(c);
so.data[n] = v;
so.flush();
};
Object.prototype.getCookie = function(c, n) {
var so = SharedObject.getLocal(c);
return so.data[n];
};
Just let this code run once, and it will do the job (please don't ask me how it works, I don't know, it just works)
Now we can use two functions:
getCookie("name","itemname")
setCookie("name","itemname", var_to_save)
of course name stands for how to call the file, itemname is the subject in the file (you can have as many as you want) and when saving a variabele, it needs to know what to save.
As you can see, you save 1 variabele at a time. In a game, many variabeles influence the progress and need to be saved. I'm working on a game too and didn't want to save each variabele at a time.
This is where arrays come in handy.
Just think of an array as a database, it contains as many variabeles as you want.
You can declare an array in 3 ways, I use only one, because it give's the array's subjects ogical names.
_root.database = new Array(name, age, sex);
Now you have a database Array wich contains 3 variabeles.
You can acces these variabeles using _root.database.name.
After asigning vars to it, you can export it using
this.setCookie("database","item1",_root.database)
and reload it using:
_root.database = this.getCookie("database","item1")