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Project: Combatant
Project Started: 16th November, 2008 Last Update: 18th July, 2010
Project Owner: Muz Project Members:
Project Type: Turn-based RPG Project Progress:

INI, Lua, or custom file?
Posted 1st Jan 09, by Muz  
I need a new system.. Arrays are proving to be too difficult to read and modify whenever there's a new change to the design. And they're fat too.

At this point I no longer care if players are going to cheat. Heck, I want players to cheat. Make the game however you want. Make it better.. or just cheat and make your character a superhero. I don't care, just as long as you enjoy it

INI: It does what I want. With some tricks, it can be just as efficient as arrays, but much easier to read. The only problem I see is that I'm limited to the INI format, groups and items, nothing more.

Lua: This is a bit more advanced. It lets me script things, allows for more detail. But it's slightly harder to modify and understand when I'm in a rush. Maybe the game engine will use this.

Custom: This makes it ultra easy to mod. Easy to read, easy to change, easy to write. Also it means I'll have to customize the whole engine to read it. It could potentially be buggy and even more inflexible with the way MMF2 handles data. Ease of data changing at the cost of programming difficulty.

Still.. I need to find an efficient way to store data within the code. Something neater than doesn't require so much brackets.

Posted by Fanotherpg 1st January, 2009

You also could use Editbox objects and save/load TXT files and with some combination use them.

INIs are good but not when loading data from multiple ini files in one time.
 
Posted by NeoMonkey 2nd January, 2009

Xml, are better than ini, and as easy to read.
 


 



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