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Interesting (and concerning) that this hasn't come up before. I'll take a look into this soon, but just to clarify, when you say quick save what steps are you taking to save the game? 

Thanks for including the g_debug logs, the important ones are there. Looks like last save slot is returning false and trying to load anyway. I must have failed to put a failsafe to break out of that command if it doesn't detect a valid save file. I don't currently know what's causing this, but I have a concern that it's an issue with file read permissions. Could just as easily be an oversight on my end.

Thanks for the speedy reply. 

I'm using F2/F3 to do the save/load (couldn't see where else I could in the menus, and the game warns that all progress is lost if I quit), selecting 'yes'.

 I moved the first uninstall/reinstall onto my desktop in case it was permissions, as I couldn't see a save folder in programs(x86), which did result in a save folder,  but with the reported behaviour. I've tried loading on the start screen and also in-game, same result.

Also tried copying the rpg to my ohrrpgce kaleidophone folder an ran it there (loaded into game.exe) - same error. If I delete the saves folder, when saving a game from fresh, the 2 files generated are 2.rsav and quick0.rsav.

Hope this helps - have been enjoying playing the game.

Holy shit there's a quick save feature. 

Alright this isn't a bug, per say, but a feature of the engine that I did not implement in Katja's Abyss. Saving during levels was a feature I was unable to complete before release of the game, and this is why no in-game official save button exists. Instead, progress is saved automatically upon completing a level. Saving the state of each tile and unit in the level without access to arrays ran the risk of hitting hard limitations on data storage in save files. Attempts to circumvent these limits by bitmasking became quickly out of scope for what I could accomplish on my own. 

Due to new engine features it may be more feasible to add mid-level saving and loading, but I can make no promise that I will be able to return to the code and implement this feature. The workarounds used to make the game function might prove too difficult to untangle in order to add new features properly.