[gameprogrammer] Re: How do i make save game?

Thanx guys but can u guys give me some algorithms of how to save...I
mean i have no absolute idea...i have made other games in 3D before
and me and some other guys want to make something big...so we need to
know how to save real badd..... plz tell me

On Nov 12, 2007 6:31 AM, Charlie Lobo <charlie.lobo@xxxxxxxxx> wrote:
> Ok, BlitzBasic (upon which Blitz3D is made) has the ability to save files in
> either text or bytecode. You are not interested yet in bytecode.
> Learn how to do the next in BlitzBasic:
> How to handle Strings (especially substrings, and using certain characters
> to stop reading)
> How to handle Streams (typed input and output, BlitzBasic should also have
> this)
> How to load, edit or read, and unload files (especifically text files).
> Now that you've learned how to use this ask yourself the next questions:
> If I have to rebuild the whole game at some point, what information do I
> need to know? (position, level, life, how many princesses have you covered,
> story point, achievements, etc.) How can I "write" all of these pieces of
> info? How can I write all of these together?
> And from there it should need little thinking from your part (you may be
> solving it as you learn actually)
> No one will spoonfeed you because there will come a time you want to do
> something no one has any idea how to do, and no one will be able to
> spoonfeed you. This is just a guide about how to go about learning how to do
> something you don't.
>
>
>
> On Nov 11, 2007 3:28 PM, Bob Pendleton <bob@xxxxxxxxxxxxx> wrote:
> >
> >
> > On Sun, 2007-11-11 at 17:31 +0530, (R)£$ǖ"v@M$Ħ ¢(c) $........... wrote:
> > > How do i get it to save?Please "spoon-feed" me?!??!?!?!!???!
> >
> > Ain't going to happen. No one *can* spoon feed you. You have to learn it
> > for yourself.
> >
> >        Bob Pendleton
> >
> >
> >
> >
> > >
> > > On Nov 11, 2007 2:26 AM, Robbert de Groot <zekaric@xxxxxxxx > wrote:
> > > > --- "Â(R)£$Ç–\"v@M$Ħ ¢Â(c) $..........."
> <theamericansushi@xxxxxxxxx>
> > > > wrote:
> > > >
> > > > > How can I make a saved game?
> > > >
> > > > Simple answer:
> > > > - Open a file.
> > > > - Save what you need to save (position, health, ammo, etc.)
> > > > - Close file.
> > > >
> > > > Format of the file is entirely up to you.  Seeing that you are a new
> > > > programmer, keep it simple.  I would suggest a simple ASCII text
> > > > file.  Store key-value pairs.  This is so that when you change what
> > > > you need to save, when you read it back in you can read old and new
> > > > saved files without issue.  It might be therapeutic to do it yourself
> > > > instead of using a lib (XML, INI or something).
> > > >
> > > >
> > > > > How do I create levels?
> > > >
> > > > We can't answer this mainly because this can vary wildly depending on
> > > > the game and how custom it is.
> > > >
> > > > If you are using some 3D engine, there should be some documentation
> > > > on how to make a level in some popular 3D programs and the method for
> > > > exporting them or converting them to a format that the 3D engine will
> > > > be able to read in.  Quite often you may be on your own in getting
> > > > that information into the engine.  If those 3D programs aren't
> > > > available to you because they are not free, then there should be
> > > > documentation that will allow you to generate a level more manually.
> > > > This will require you to handle the output formats of whatever tools
> > > > you use in the creation of the level and convert them to how the 3D
> > > > engine would require them.
> > > >
> > > > A lot of makers of 2D games have written their own level editors.
> > > > This is because the levels are so tailored to the game that there
> > > > isn't a level editor out there that satisfies the problem.  So it's
> > > > quite possible you are on the hook for developing what a 'level'
> > > > should look like in memory and on disk.  2D level building is
> > > > actually pretty simple.  It just boils down to a 2D array of values.
> > > > A simple ASCII text file is usually sufficient to get started with.
> > > >
> > > > In either case, whether there is a level editor or not, you will
> > > > still need to plan things out.  How it will be represented in memory.
> > > >  What features of a level are required and are not.  Some engines are
> > > > very flexible but you many not need all that flexibility.  So I would
> > > > suggest you take a step back and identify what is it you need for
> > > > your game.
> > > >
> > > > > --
> > > > > Reply,
> > > > > (R)(((???£   Ŝǖ"v@ˉ˘MśĦ ¢  ???)))(c)
> > > > > N‹§²æìr¸›z
> > > > > -¢ m§ÿàjg(c)(R)ˆ+již­Ê&þf¢–)à–+-†Ù¥
> > > >
> > > >
> > > > Robbert de Groot
> > > >
> > > >
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