Saves
Talo Saves allow you to persist your game's state across multiple sessions. Each object in your scene can be saved and restored from one of your player's saves.
You can visualise players' save files in the Talo dashboard. Just go to the player's profile, click Saves
and choose the save you want to view.
Check out this blog post on how to save and load data in Godot for a detailed walkthrough
Loading saves
You can load saves using Talo.saves.get_saves()
. Once your saves have been fetched, the Talo.saves.saves_loaded
signal is fired.
Saves can be accessed using Talo.saves.all
or Talo.saves.latest
. To load a save, use Talo.saves.choose_save()
and pass in the save you want to load.
Once your save has been chosen, the Talo.saves.save_chosen
signal will fire. Internally, this causes the on_loaded()
function in your Loadables to be called.
Finally, when all your registered loadables have called their on_loaded()
, an Talo.saves.save_loading_completed()
signal is fired, signalling that, for example, it's safe to hide your loading screen.
Loadables
Loadables are Nodes that automatically have their data saved and loaded. To make a Node loadable, create a new script, extend the Loadable
class and finally add your new script onto your Node.
Your Loadables must implement the following two methods:
register_fields()
: this is where your saved data will be populated just before your save gets created or updatedon_loaded()
: this is called after thesave_chosen
event is fired and this is where you will modify your Node with its saved data
Importantly, each Loadable must have a unique ID so that Talo knows which Node to load with which data. The name of the Node and names of all of its parents are also saved (for example SpaceShip.EngineRoom.Interactables.OffButton
).
Below is an example of a simple ColorRect that saves and loads its (randomised) colour:
class_name LoadableColorRect extends TaloLoadable
var color_rect: ColorRect
func _ready() -> void:
super()
color_rect = get_child(0)
func register_fields() -> void:
register_field("r", color_rect.color.r)
register_field("g", color_rect.color.g)
register_field("b", color_rect.color.b)
func on_loaded(data: Dictionary) -> void:
color_rect.color = Color(data["r"], data["g"], data["b"])
func randomise() -> void:
color_rect.color = Color(randf(), randf(), randf())
Destroyed loadables
If a Node is registered and then is found to be destroyed (i.e. if queue_free(node)
was used), a meta.destroyed
key is saved as the only field for that object.
You can handle destroyed objects using the HandleDestroyed
function which will automatically destroy an object if it has the meta.destroyed
key:
func on_loaded(data: Dictionary) -> void:
if handle_destroyed(data):
return
color_rect.color = Color(data["r"], data["g"], data["b"])
Creating saves
To create a save, use Talo.saves.create_save()
. Your new save will automatically become your chosen save (although the save_chosen
signal will not fire). Internally, this causes the register_fields()
function in your Loadables to be called.
Offline copies of saves are created in the user data within a saves.json
.
Updating saves
To update a save, use Talo.saves.update_save()
. You can optionally pass in a new name for your save.
Deleting saves
You can delete a save by passing in the save's ID to Talo.saves.delete_save()
.
Offline saves & syncing
Talo automatically creates offline versions of saves. When network access is restored, Talo will attempt to resync the saves, preferring the most recently updated save if an online AND offline save exists.
Additionally, if a save is only available offline then it will be synced as soon as a network connection is available.
Unloading saves
You can "unload" a save using Talo.saves.unload_current_save()
. This fires the save_chosen
signal with a null
save (preventing Loadables from calling their on_loaded
event).