You've already posted about this and I answered you. My tutorial should have helped. Anyway, here is an example in 3D. It'll save where you are in the world and which way you're facing with the space key. You can come back later and load it with the enter key. you'll be in the same spot as you were when you saved. It uses the SAVE ARRAY and LOAD ARRAY commands.
rem ***************************************
rem
rem SAVING AND LOADING EXAMPLE USING ARRAYS
rem
rem ***************************************
SYNC ON
Sync Rate 60
autocam off
DIM GameData#(4)
remstart
Slot 1 in the array is for the camera's X position.
Slot 2 is for the Y
And Slot 3 the Z
Slot 4 is for the camera's Y angle. We are saving everything here.
remend
Gosub CREATE_WORLD
do
set cursor 0,0
ink rgb(255,0,0),0
print "MOVE WITH THE ARROW KEYS."
print "PRESS SPACE TO SAVE. PRESS ENTER TO LOAD."
rem ***********************************************
rem
rem SAVING HERE!
rem
rem ***********************************************
rem If you press space...
if Spacekey()
rem Create a folder to store the game file in only if the game does not already exist.
if file exist("SAVED EXAMPLE DATA/Saved Game File")=0 then Make Directory "SAVED EXAMPLE DATA"
rem Store the camera's data in the game data array.
GameData#(1)=Camera Position X()
GameData#(2)=Camera Position y()
GameData#(3)=Camera Position z()
GameData#(4)=Camera angle y()
rem Save the camera data array.
Save Array "SAVED EXAMPLE DATA/Saved Game File",GameData#(4)
rem Wait for you to release space
while spacekey()>0
sync
endwhile
rem PRint a SAVE COMPLETE message until you press space.
while spacekey()=0
set cursor 100,100
print "SAVE COMPLETE."
sync
endwhile
rem Wait for you to release space.
while spacekey()>0
sync
endwhile
rem END OF IF.
endif
rem *************************************************
rem
rem LOADING HERE
rem
rem ************************************************
rem If you press ENTER and the saved game file exists...
if returnkey() and file exist("SAVED EXAMPLE DATA/Saved Game File")=1
rem Load the array.
Load Array "SAVED EXAMPLE DATA/Saved Game File",GameData#(4)
rem Wait for you to release enter.
while returnkey()>0
sync
endwhile
rem Put the camera where the array says. We told it what to say when we saved it.
Position Camera GameData#(1),GameData#(2),GameData#(3)
rem Rotate the camera too.
Yrotate camera GameData#(4)
rem Display a load complete message and wait for you to press enter.
while returnkey()=0
set cursor 100,100
print "LOAD COMPLETE."
sync
endwhile
rem Wait for you to release enter now.
while returnkey()>0
sync
endwhile
rem END OF IF.
endif
rem Control Camera label.
gosub CONTROL_CAMERA
sync
loop
CONTROL_CAMERA:
Move Camera 10*(Upkey()-Downkey())
yrotate camera wrapvalue(Camera angle y()+rightkey()-Leftkey())
Position Camera Camera Position x(),Get ground height(1,Camera position x(),Camera position z())+40,Camera position z()
if Camera Position x()<0 then Position Camera 0,Get ground height(1,Camera position x(),Camera position z())+40,Camera position z()
if Camera Position x()>10000 then Position Camera 10000,Get ground height(1,Camera position x(),Camera position z())+40,Camera position z()
if Camera Position z()<0 then Position Camera Camera position x(),Get ground height(1,Camera position x(),Camera position z())+40,0
if Camera Position z()>10000 then Position Camera Camera position x(),Get ground height(1,Camera position x(),Camera position z())+40,10000
Scroll object texture 2,0.005,0.005
return
CREATE_WORLD:
Land=1
Sea=2
Create bitmap 1,10,10
for o = 1 to 200
ink rgb(0,rnd(255),0),0
DOT RND(10),RND(10)
next o
get image Land,0,0,10,10
delete bitmap 1
Create bitmap 1,10,10
for o = 1 to 200
ink rgb(55,55,55+RND(200)),0
DOT RND(10),RND(10)
next o
get image Sea,0,0,10,10
delete bitmap 1
Make Matrix 1,10000,10000,30,30
for f = 1 to 29
for g = 1 to 29
if g=f*2 or f=g*2 then set matrix height 1,f,g,200 : set matrix height 1,f,g+1,200 : set matrix height 1,f+1,g+1,200 : set matrix height 1,f+1,g,200
next g
next f
prepare matrix texture 1,1,1,1
update matrix 1
Make Object plain 2,10000,10000
xrotate object 2,90
fix object pivot 2
Scale Object texture 2,20,20
texture object 2,Sea
position object 2,5000,10,5000
return