Tactics ogre psp save editor Ps4#
According to the new PSN listing, Tactics Ogre: Reborn will be released on both PS4 and PS5 platforms and will feature further upgraded audio/visual content, fully voiced Japanese/English cutscenes, as well as a gameplay redesign set to bring the remake “to life” while remaining true to the original title’s roots. Tactics Ogre is itself a remake of the original Let Us Cling Together release, which first dropped on Super Famicom in 1995 before receiving ports on both PlayStation and Sega Saturn. The re-remake has been all but confirmed via scout site PS Deals, who have spotted Tactics Ogre: Reborn on the backend of the PlayStation Network (PSN). If you only have a few different prefabs, like 1-10, you could pretty easily just have a ScriptableObject that holds your prefab references, and a function that maps the numbers 1-10 to your 10 different prefabs and call it a day.PSP remake headed to modern PlayStation platformsįollowing on from a slew of whispers, leaks, and accidental reveals, we have our best evidence yet that Square Enix’s 2010 remake Tactics Ogre: Let Us Cling Together is preparing to make its grand return to the modern market.
![tactics ogre psp save editor tactics ogre psp save editor](https://images.launchbox-app.com/d2e24d09-f720-4c90-9284-a01405501fc7.jpg)
If you don't want to use Addressables you will need to build your own way of identifying and loading specific prefabs. Then you can use Addressables.Load to load that prefab from the address. You can find documentation for it here: long and short of it is that you can get a unique ID for each prefab and save those IDs in your save file (these IDs are called "addresses"). Unity actually has a module for this exact purpose called "Addressable Asset System". You do need some kind of "ID system" as you will need some way of identifying which prefabs you want to load. If this is a map editor for end users, it won't work, as you discovered. ScriptableObjects will work for this but only if your map editing happens at Game Editing time. (It's not a 2D array so it can show in the inspector)
![tactics ogre psp save editor tactics ogre psp save editor](https://www.rpgfan.com/wp-content/uploads/2020/07/Tactics-Ogre-Let-Us-Cling-Together-PSP-Screenshot-237.jpg)
Here's an example of how the SOs look like: Or maybe there's a workaround for using SOs? Or should I not use them at all? that sounds way more complicated than I want it to be. How would I ever translate that into a json? I could maybe use an ID system, but honestly. But I'm not sure how that's possible, cause I have to store a list of prefabs. So instead, using an external file to save the tile data seems appropriate.
![tactics ogre psp save editor tactics ogre psp save editor](http://fasrwell795.weebly.com/uploads/1/2/5/6/125652853/377259641.jpg)
And, indeed, when I reopen Unity, the whole map design is gone. The problem is that, apparently, SOs are not the right way to do this, since they are not supposed to save variable data permanently. The script that instantiates everything at runtime reads from that and instantiates accordingly.
![tactics ogre psp save editor tactics ogre psp save editor](https://vignette.wikia.nocookie.net/ogrebattlesaga/images/5/56/LuCT_PSP_Princess_Catiua_Profile.png)
The most reasonable way I thought to implement this was to have a ScriptableObject for each map that has an array of GameObjects, to save which tile prefab goes where. This map editor scene is supposed to be run so I can "paint" my tile prefabs into the grid and store that permanently in a file if I click the "save changes" button (for clarification, I am the only one that has access to this editor, the custom maps are literally the maps that will be shown ingame - it's NOT a game with a "create your map" feature.) It's a 2D isometric game, I coded everything in a way each tile is a prefab that gets instantiated at runtime. Hey! I created a scene dedicated to creating map layouts.