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

On Sun, 2007-11-11 at 17:31 +0530, ®£$ǖ"v@M$Ħ ¢© $........... 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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> > favourite sites. Download it now at
> > http://ca.toolbar.yahoo.com.
> >
> >
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> >
> 
> 
> 
> -- 
> Reply,
> (R)(((???£   Ŝǖ"v@ˉ˘MśĦ ¢  ???)))(c)
> &#0;&#0;Nrz
> -mjg+ji&f)+-٥
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