RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Saving menu

0 Members and 1 Guest are viewing this topic.

pokeball APGOffline
**
Rep: +0/-0Level 82
I'm trying to make a system where if you press "1" the save menu comes up.
How would you do that?
Thanks
Baaaa

***
Rep:
Level 86
Sonic Dog -> Light Spear -> Overlimit -> Slash
You'll need a parallel process in the corner of all of your maps checking if you've pressed the 1 key.

So, make your event, set it to parallel process, and set up a key input process (Page 3). Take a look at this picture, and note that pressing the 1 key sets the variable to 11 (it'll explain why there's a conditional branch set up like that later).

Spoiler for:

The rest is really simple. Make a conditional branch where the condition is if [whatever variable you saved your key input to] is 11, then open your save menu.

Spoiler for:

pokeball APGOffline
**
Rep: +0/-0Level 82
Thanks!
I figured you could also use common events
Baaaa

***
Rep:
Level 86
Sonic Dog -> Light Spear -> Overlimit -> Slash
Oh yeah, I guess you can. That'd make things easier :P

**
Rep: +0/-0Level 82
I would put a "Wait for Key Press" in that event code.  Since it's parallel process, it won't interfere with your standard movements, but having it parallel process with no wait means you'll have a mean infinitely processing loop.
I'd also make a switch that disables/enables the Ability to save.