Large diffs are not rendered by default.

@@ -0,0 +1,88 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sprPlayer</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>// CONSTANTS //

WAIT_TIME = 60;


// VARIABLES //

waitTime = WAIT_TIME;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (waitTime &gt; 0)
{
waitTime--;
}
else
{
if (!instance_exists(objScreenTransition))
{
var st = instance_create(x, y, objScreenTransition);
st.rm = global.SAVED_ROOM;
}
}
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -29,6 +29,33 @@
camera.focus = objPlayer;

cursor = instance_create(mouse_x, mouse_y, objCursor);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (keyboard_check_pressed(global.KEY_RESTART) &amp;&amp; !instance_exists(objScreenTransition))
{
var st = instance_create(x, y, objScreenTransition);
st.rm = room;
}
</string>
</argument>
</arguments>
@@ -0,0 +1,95 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sprSaveBlock</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>wait = 1;

</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (wait &gt; 0)
{
wait--;
}
else
{
if (wait == 0 &amp;&amp; place_meeting(x, y, objPlayer))
{
instance_destroy();
}

wait--;

if (place_meeting(x, y, objPlayer))
{
global.SAVED_X = objPlayer.x;
global.SAVED_Y = objPlayer.y;
global.SAVED_ROOM = room;

global.SAVED_TO++;
saveGame(0);

instance_destroy();
}
}
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,88 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sprSaveBlocker</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>objBlock</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>wait = 1;

xscale = image_xscale;
yscale = image_yscale;


image_xscale = 0;
image_yscale = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (wait &gt; 0)
{
wait--;
}
else
{
if (global.SAVED_TO &gt;= saveNum)
{
image_xscale = xscale;
image_yscale = yscale;
}
}
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,158 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-9999</depth>
<persistent>-1</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>// CONSTANTS //

FADE_RATE = 8;
WAIT_TIME = 5;


// VARIABLES //

rm = -1;
waitTime = WAIT_TIME;
state = 0;

alpha = 0;

if (instance_exists(objPlayer))
{
objPlayer.frozen = true;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (state == 0)
{
// FADE OUT
if (alpha &lt; 0.99)
{
alpha += smoothMove(alpha, 1, FADE_RATE);
}
else
{
room_goto(rm);
state++;
}
}
else if (state == 1)
{
// WAIT
if (waitTime &gt; 0)
{
waitTime--;
}
else
{
state++;
}
}
else
{
// FADE IN
if (alpha &gt; 0.01)
{
alpha += smoothMove(alpha, 0, FADE_RATE);
}
else
{
if (instance_exists(objPlayer))
{
objPlayer.frozen = false;
}

instance_destroy();
}
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>draw_set_color(c_black);
draw_set_alpha(alpha);

draw_rectangle(view_xview[0], view_yview[0], view_xview[0] + view_wview[0], view_yview[0] + view_hview[0], false);

draw_set_color(c_white);
draw_set_alpha(1);

</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>
@@ -0,0 +1,67 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<room>
<caption></caption>
<width>1366</width>
<height>768</height>
<vsnap>32</vsnap>
<hsnap>32</hsnap>
<isometric>0</isometric>
<speed>30</speed>
<persistent>0</persistent>
<colour>12632256</colour>
<showcolour>-1</showcolour>
<code></code>
<enableViews>-1</enableViews>
<clearViewBackground>-1</clearViewBackground>
<clearDisplayBuffer>-1</clearDisplayBuffer>
<makerSettings>
<isSet>0</isSet>
<w>0</w>
<h>0</h>
<showGrid>0</showGrid>
<showObjects>0</showObjects>
<showTiles>0</showTiles>
<showBackgrounds>0</showBackgrounds>
<showForegrounds>0</showForegrounds>
<showViews>0</showViews>
<deleteUnderlyingObj>0</deleteUnderlyingObj>
<deleteUnderlyingTiles>0</deleteUnderlyingTiles>
<page>0</page>
<xoffset>0</xoffset>
<yoffset>0</yoffset>
</makerSettings>
<backgrounds>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
<background visible="0" foreground="0" name="" x="0" y="0" htiled="-1" vtiled="-1" hspeed="0" vspeed="0" stretch="0"/>
</backgrounds>
<views>
<view visible="-1" objName="" xview="0" yview="0" wview="1366" hview="768" xport="0" yport="0" wport="1366" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
<view visible="0" objName="" xview="0" yview="0" wview="1024" hview="768" xport="0" yport="0" wport="1024" hport="768" hborder="32" vborder="32" hspeed="-1" vspeed="-1"/>
</views>
<instances>
<instance objName="objGameSettings" x="0" y="0" name="inst_71FB02FB" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objController" x="32" y="0" name="inst_21E2D5FB" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objMenuController" x="64" y="0" name="inst_B133660D" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
</instances>
<tiles/>
<PhysicsWorld>0</PhysicsWorld>
<PhysicsWorldTop>0</PhysicsWorldTop>
<PhysicsWorldLeft>0</PhysicsWorldLeft>
<PhysicsWorldRight>1024</PhysicsWorldRight>
<PhysicsWorldBottom>768</PhysicsWorldBottom>
<PhysicsWorldGravityX>0</PhysicsWorldGravityX>
<PhysicsWorldGravityY>10</PhysicsWorldGravityY>
<PhysicsWorldPixToMeters>0.100000001490116</PhysicsWorldPixToMeters>
</room>
@@ -77,7 +77,6 @@
<instance objName="objJumpThru" x="608" y="352" name="inst_3E70EEAF" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objJumpThru" x="640" y="352" name="inst_A41369FF" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objPlayer" x="320" y="448" name="inst_FEB99B42" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objGameSettings" x="0" y="0" name="inst_E2BD7E37" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objBlock" x="288" y="544" name="inst_11781B43" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objBlock" x="320" y="544" name="inst_0D5F5414" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objBlock" x="352" y="544" name="inst_90B0E68E" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
@@ -310,9 +309,22 @@
<instance objName="objBlock" x="2208" y="1216" name="inst_3457E8CA" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objBlock" x="2240" y="1216" name="inst_E05FE7E2" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objBlock" x="2272" y="1216" name="inst_7D47F69B" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objController" x="32" y="0" name="inst_C34F978E" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objRoomController" x="64" y="0" name="inst_925354D4" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objBackground" x="128" y="0" name="inst_93C74246" locked="0" code="addBackground(bgSky, 0, 0, 0, 0);&#xA;addBackground(bgMoon, 0, 0, 0, 0);&#xA;addBackground(bgCloudsFar, 0, 0, 0, 0);&#xA;" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="800" y="512" name="inst_A0EFBA0F" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="800" y="480" name="inst_07465D65" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="800" y="448" name="inst_31CF570C" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="800" y="416" name="inst_7B5BDC31" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="800" y="384" name="inst_1DE3936F" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="800" y="352" name="inst_273E4D2B" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="832" y="352" name="inst_819D1118" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="832" y="384" name="inst_ACAC481B" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="832" y="416" name="inst_14BFD049" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="832" y="448" name="inst_C9046EA3" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="832" y="480" name="inst_38604435" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objLightFull" x="832" y="512" name="inst_89C1C36B" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="objSaveBlock" x="1216" y="192" name="inst_9D503E89" locked="0" code="" scaleX="1" scaleY="11" colour="4294967295" rotation="0"/>
<instance objName="objSaveBlock" x="1248" y="672" name="inst_860AD2E8" locked="0" code="" scaleX="1" scaleY="10" colour="4294967295" rotation="0"/>
</instances>
<tiles/>
<PhysicsWorld>0</PhysicsWorld>
@@ -0,0 +1,23 @@
/*
SCRIPT: createSaveFile(saveNum);
PARAMETERS:
saveNum - the save file to create
RETURNS:
nothing
AUTHOR: Chris Klassen
DATE: June 24, 2015
NOTES:
This script creates a save file.
*/

var saveNum, fileName, file;
saveNum = argument[0];
saveName = "ld33_save_" + string(saveNum) + ".sav";

// Create the file
file = file_text_open_write(saveName);
@@ -0,0 +1,23 @@
/*
SCRIPT: deleteSaveFile(saveNum);
PARAMETERS:
saveNum - the save file to delete
RETURNS:
nothing
AUTHOR: Chris Klassen
DATE: June 24, 2015
NOTES:
This script deletes a save file.
*/

var saveNum, fileName, file;
saveNum = argument[0];
saveName = "ld33_save_" + string(saveNum) + ".sav";

// Create the file
file_delete(saveName);
@@ -0,0 +1,69 @@
/*
SCRIPT: loadGame(saveNum);
PARAMETERS:
saveNum - the save file to load from.
RETURNS:
boolean - whether or not the file could be loaded
AUTHOR: Chris Klassen
DATE: June 24, 2015
NOTES:
This script loads from a specific file.
*/

var saveNum, fileName, file;
saveNum = argument[0];
saveName = "ld33_save_" + string(saveNum) + ".sav";

// Open the file
file = file_text_open_read(saveName);

if (file == -1)
{
// File does not exist
return false;
}

// LOADING FROM THE FILE //
var version, rm;
rm = -1;
version = file_text_read_real(file);
file_text_readln(file);

// Compare the version number
if (version != global.SAVEFILE_VERSION)
{
return false;
}

// Read the player's room
global.SAVED_TO = file_text_read_real(file);
file_text_readln(file);

// Check if this is a full save
if (file_text_read_real(file) == 1)
{
file_text_readln(file);

// Read the player's room
global.SAVED_ROOM = file_text_read_real(file);
file_text_readln(file);

// Read the player's x
global.SAVED_X = file_text_read_real(file);
file_text_readln(file);

// Read the player's y
global.SAVED_Y = file_text_read_real(file);
file_text_readln(file);
}

// Close the file
file_text_close(file);


return true;
@@ -0,0 +1,22 @@
/*
SCRIPT: saveFileExists(saveNum);
PARAMETERS:
saveNum - the save file to check
RETURNS:
boolean - whether or not the specified save file exists
AUTHOR: Chris Klassen
DATE: June 24, 2015
NOTES:
This script checks to see if a save file exists.
*/

var saveNum, saveName, file;
saveNum = argument[0];
saveName = "ld33_save_" + string(saveNum) + ".sav";

return (file_exists(saveName));
@@ -0,0 +1,84 @@
/*
SCRIPT: saveGame(saveNum);
PARAMETERS:
saveNum - the save file to save to.
RETURNS:
boolean - whether or not the file could be saved
AUTHOR: Chris Klassen
DATE: June 24, 2015
NOTES:
This script saves the game to a specific file.
*/

var saveNum, fileName, file;
saveNum = argument[0];
saveName = "ld33_save_" + string(saveNum) + ".sav";

// Delete the previous file
file_delete(saveName);

// Open the file
file = file_text_open_write(saveName);

if (file == -1)
{
// File does not exist
return false;
}

// SAVING TO THE FILE //

// Write the save file version
file_text_write_real(file, global.SAVEFILE_VERSION);
file_text_writeln(file);

// Write the saved to value
file_text_write_real(file, global.SAVED_TO);
file_text_writeln(file);

if (instance_exists(objPlayer))
{
// Write whether or not this is a full save
file_text_write_real(file, 1);
file_text_writeln(file);

// Write the player's room
file_text_write_real(file, room);
file_text_writeln(file);

// Write the player's x
file_text_write_real(file, objPlayer.x);
file_text_writeln(file);

// Write the player's y
file_text_write_real(file, objPlayer.y);
file_text_writeln(file);
}
else
{
// Write whether or not this is a full save
file_text_write_real(file, 0);
file_text_writeln(file);

// Write the player's room
file_text_write_real(file, room);
file_text_writeln(file);

// Write the player's x
file_text_write_real(file, 0);
file_text_writeln(file);

// Write the player's y
file_text_write_real(file, 0);
file_text_writeln(file);
}

// Close the file
file_text_close(file);

return true;
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