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

How do i get it to save?Please "spoon-feed" me?!??!?!?!!???!

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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