SaveSlot
Shows a saved game’s slot, for a save or load screen: the game’s screenshot, when it was saved, and the line being said then (or “Empty”). Put it on a Button whose Action is Save Game (to save in this slot), Load Game or Delete Save: a button set to one of those with no Slot of its own, on this entity or inside it, uses this one’s. Entity → Genres → Visual Novels → Reading Menus makes save and load screens of them.
Draws itself (its entity draws at Order 320 unless it has a Sprite, whose order counts).
In a network game, each machine keeps its own entity with this on it: it isn’t sent.
Properties
Section titled “Properties”Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.
slot: text = “1”. The slot’s name: “1”, “2”… or one of your own (“Chapter 2”). “Quick” is the one quick saves use. (Names a save slot: this entity’s own, which other fields can name.) (Field: a name.)format: text = “{date} {time}\n{line}”. What it says about the game saved there: “{slot}” is the slot’s name, “{date}” and “{time}” when it was saved, “{scene}” the scene’s name and “{line}” the line being said (or the scene’s name). (Text with holes the game fills in: {slot} the slot’s name, {date} the day it was saved, {time} the time it was saved, {scene} the scene’s name, {line} the line being said (or the scene’s name). The Inspector has a button for each and shows how it reads now.) (Field: its own editor: Format.)emptyText: text = “Empty”. What it says while nothing is saved there. (Plain text: words it shows.) (Field: text.)
pictureSize: [x, y] = [3.2,1.8]. How big the screenshot is, in world units. (A rectangle’s size, around the point pictureOffset says, in its own units before its scale: with Resize handles the Scene view puts handles on its edges and corners to drag.) (Field: a vector.)pictureOffset: [x, y] = [0,0.35]. Where the screenshot’s middle is, from the entity’s. (A point offset from the entity, in its own units, before its scale and turned with it: with Distance Handles the Scene view puts a knob on it to drag.) (Field: a vector.)textSize: a number = 0.24. How tall its words are. (Field: a number.)textOffset: [x, y] = [0,-0.8]. Where its words’ first line is, from the entity’s middle. (A point offset from the entity, in its own units, before its scale and turned with it: with Distance Handles the Scene view puts a knob on it to drag.) (Field: a vector.)textColor: a color, “#RRGGBB” or “#RRGGBBAA” = “#E6E8ECFF”. The color of its words. (Field: a color.)emptyColor: a color, “#RRGGBB” or “#RRGGBBAA” = “#00000059”. The color filling the screenshot’s place while there’s none. (Field: a color.)order: a whole number = 320. Higher draws on top, like Sprite.Order. (Field: a number.)
While the game runs
Section titled “While the game runs”Not saved with the scene; scripts read them, and entity_get shows them as live while the game plays.
hasSave: true or false. True while a game is saved in it. Kept up to date by the game.picture: text. The name its screenshot is drawn by (“@save/1”), or null while it has none. Kept up to date by the game.pictureAspect: a number. Its screenshot’s width over its height, to fit it in PictureSize without stretching it; 0 with none.description: text. What it says now: the game saved there, as its Format says (each line no wider than the screenshot, and at most three of them), or its EmptyText. Kept up to date by the game.
Scripts use it as SaveSlot: its methods, events and values that aren’t saved with the scene.