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Pixelthief

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4th February, 2008 at 21:34:00 -

for everything...

 
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4th February, 2008 at 22:25:14 -

Like even for toilet paper?

 
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4th February, 2008 at 22:33:31 -

I use them to make sandwiches all the time! Seriously, arrays are for pansies.

 
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4th February, 2008 at 22:45:51 -

inis are worse than arrays in EVERY WAY woo

 
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5th February, 2008 at 01:35:19 -

Ini's make cheating much more tempting. And I hate having my Windows folder cluttered with ini files from games I deleted long ago.
Especially when they have 'clever' names like veryimportant.dll.

 
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5th February, 2008 at 01:57:22 -

I prefer to use Assarrays instead of ini.
Ini fails.

 
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Pixelthief

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5th February, 2008 at 02:11:17 -

You can tell them to be in any folder you know, not just windows.

Image


Each save file in gridquest currently takes up about 800kb of .ini's.
I'm aiming for ~1 MB once its fully finished

Image Edited by the Author.

 
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5th February, 2008 at 02:32:34 -

INIs? Arrays? What are you talking about?

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5th February, 2008 at 05:24:59 -

I use .txt's, beat that! 8D

 
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5th February, 2008 at 08:05:38 -


Originally Posted by Pixelthief
You can tell them to be in any folder you know, not just windows.



I know that, but quite a few other people don't.

Also 20kb for a single INI file is also pretty big.

Image Edited by the Author.

 
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LIJI

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5th February, 2008 at 08:32:47 -

Custom Binary formats compressed with Zlib. You can't beat those!

 
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5th February, 2008 at 09:10:32 -

I actually use arrays 99% of the time. Ini's aren't as useful as arrays in several ways, especially if you're trying to make a Crono Trigger style ally movement.

 
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5th February, 2008 at 12:10:59 -

Go, Go! Binary Object!

 
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5th February, 2008 at 12:48:40 -

Well, not like arrays are bulletproof either. Even ones that are supposed to ENCODE everything automatically.. I had somebody do some weird stuff to Hasslevania's file, the bastard haha.

Eyes MMF1.5's array object

 
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5th February, 2008 at 13:32:21 -


Originally Posted by Phredreeke
INIs? Arrays? What are you talking about?

Real men use Klik n Play frame passwords!



Damn right

 
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5th February, 2008 at 16:40:14 -

INI's are awesome, especially if you rig up some way to stuff like 8 different values into 1 line.

 
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5th February, 2008 at 16:47:07 -

I like ini's because I can goof with stuff.

 
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Silveraura

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5th February, 2008 at 17:10:41 -


Originally Posted by Knudde (Shab)
INI's are awesome, especially if you rig up some way to stuff like 8 different values into 1 line.


String Parser ftw.

I use INI's for simple stuff like game options, but I use Apppath$ to make sure they don't flutter over into the Windows directory. I use arrays topped with Blowfish for save files.

PS: Why does the name "Blowfish" sound so wrong? I had to check like 2 times, just to make sure I was typing it right.

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Knudde (Shab)

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5th February, 2008 at 17:12:24 -

Yeah, sting parser would have definately made my life easier, but I did it the manual way beacuse that's how I do everything (TGF holdovers).

 
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5th February, 2008 at 19:27:32 -

I just hate how big the INI expressions get in the expression editor. Otherwise it pwns arrays with a bit of encryption

I used to use arrays for data storage, then it got annoying finding where I put which value. I also used the data store object, but that one messes up any timed events its connected to.

 
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5th February, 2008 at 19:50:01 -

Arrays usually don't show their full color until you start working with level editors and need a quick efficient way to save and load them.

 
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5th February, 2008 at 19:58:52 -

Come to think of it, I used INI's alot in some of my projects where I absolutely needed more than 3 values because none of the values were constant.

 
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Pixelthief

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5th February, 2008 at 20:43:24 -

After saving all my level files as ini's with gridquest, i'll say its as easy and quick to use as possible. Its just that small matter of the filesizes being 100x as large. Seems to write/read instantly for all purposes, and allows me to do many things I couldn't possibly due in arrays (comment the file's data, store both strings and variables as needed anywhere, put random data in the same package as my level grid, etc)

Its incredibly nice to have my ini files lined up in extremely easy to read formats, at least for me. I can read through them if theres any errors and figure it out without even having to open up TGF alot of the time.

 
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5th February, 2008 at 21:29:44 -

Arrays are faster at level editors merely because it has built in save and load for the entire array, and the entire extension is already built in a grid, which is what a level editor generally always is. As far as saving random information in an array, you can do that too. Remember, array's are multi-layer. You have X and Y to mark positions for the level, but you also have an entire Z layer which seems to have no real use for a 2D editor, other then storing extra information.

 
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5th February, 2008 at 22:07:52 -

Arrays are good if you're making grid-based level editors. But I don't like level editors anyway, they make the levels look too mechanical

 
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5th February, 2008 at 22:08:31 -

I'm using the 1 Z position to store level data, and Z3 to store alternate versions of levels (Like after a room blows up)

 
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6th February, 2008 at 01:22:37 -

Ini's are good for scripts and similar but for save files I prefer to use something encoded.

 
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6th February, 2008 at 01:28:34 -

You can encode the INI file. It just takes like, 1 event.

 
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6th February, 2008 at 01:43:39 -

INI files are handy for their ease of use, and useful for your nice, amorphously-expandable data storage needs... They get a little unreliable if you try to access them too intensively, though, and can cause fierce slowdowns or even random freezing.

I really like binary files for levels, though. You can refer to a single byte, drawing upon its value, or a particular string (which is ideal for using the Text Blitter). And if you plan the file structure correctly, you can store all the extra data you need in a file header, and have a neat little file format.

I rarely use arrays any more, but they still have their uses.

 
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6th February, 2008 at 02:14:14 -

Associative array FTW!

I'd use the binary array for a level editor though, CNC arrays are only good because they are so easy.

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Pixelthief

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6th February, 2008 at 02:19:30 -

Hrmm I've never gotten any reliability issues with the INI object in TGF.... ever. Never seen any crashing or slowdowns at all. And thats including my random level generator, which outputs 400-500kb of .ini's in a single pass. It takes exactly as long to run the loops blankly and not export/write the dungeon data as it does to save it all to .inis, so in terms of speed and reliability, I think the .ini object works absolutely perfectly. Its more the terms of effeciency where it completely bogs down, as that 500kb of .ini could probably be saved as 50kb of array files.

 
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6th February, 2008 at 05:37:06 -

Unless you start pushing out hundreds of loops and fast loops though, I don't think theres much room to talk in terms of stability for everything. Everything runs stable at at least some level of simplicity.

 
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6th February, 2008 at 06:58:44 -

I just use ini's for settings and other stuff that players can edit. AssAray for me though, it was the only array extension that did everything I needed.

 
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Pixelthief

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6th February, 2008 at 12:04:45 -


Originally Posted by BrandonC
Unless you start pushing out hundreds of loops and fast loops though, I don't think theres much room to talk in terms of stability for everything. Everything runs stable at at least some level of simplicity.



Well, my dungeon generator runs about 12000 write-to-ini events in about 20 seconds of nonstop looping, and its never had any problems.

 
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6th February, 2008 at 13:40:31 -

Sounds very inefficient if you ask me. Especially if you're willing to make your poor innocent kliker audience wait 20 seconds, rather then doing 1 12000 fast loop. Unless of course... fast loop spawns that lag issue we mentioned with INI. In which case, Array still wins.

 
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Pixelthief

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6th February, 2008 at 13:48:45 -

err thats what I meant; theres no difference in the time taken if I'm just running my fast loops empty or I'm writing to an INI; the time is all from the algorithm I'm using to generate ~40 random dungeons in a single go

 
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6th February, 2008 at 14:16:21 -

you talking about the dungeon generator thing in gridquest?

whats this 20 seconds thing? it has absolutely no problems whatsoever. at least on the time issue. i never had to wait for anything. arrays are more efficient though but id have to say neither are as efficient as they could be in clickteam products.

 
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Pixelthief

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6th February, 2008 at 14:45:43 -

You didn't have to wait when you clicked "New Game"?

Christ that takes 20 seconds to run on my laptop. You must be running a supercomputer or something! I'm talking about the thing you had to do when you make a new save file. Everything else ran pretty much instantaneously, like saving/loading games. Only thing ingame I noticed that was slow at all was loading music, since I'm currently using the built-in midi player. I might switch it to use the DMC object sometime soon.

 
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6th February, 2008 at 16:03:55 -

well yeah. even using dmc2 theres like a split second delay when reloading and playing music. but no, i never had to wait 20 seconds for a new game. nothing unbearable. i just went and loaded a new game and it took exactly 7 seconds for the load bar to finish. and screens load in like a second.

 
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Pixelthief

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6th February, 2008 at 16:16:03 -

cripes, I want your computer.

 
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6th February, 2008 at 17:01:06 -

Real men store their data in bits (that means taking up space for even less than a byte).

 
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6th February, 2008 at 17:54:40 -

Real men teach the program how to write it's information on toilet paper, and tuck it away for later. Screw this INI and Array crap.

 
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Pixelthief

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6th February, 2008 at 18:18:14 -


Originally Posted by DaVince [Ectoprods]
Real men store their data in bits (that means taking up space for even less than a byte).



01000001 00100000 01100111 01101111 01101111 01100100 00100000 01101001 01100100 01100101 01100001 00101100 00100000 01100010 01110101 01110100 00100000 01110100 01101000 01100101 00100000 01110100 01101111 01101001 01101100 01100101 01110100 00100000 01110000 01100001 01110000 01100101 01110010 00100000 01101001 01110011 00100000 01110011 01110100 01101001 01101100 01101100 00100000 01100001 00100000 01101101 01101111 01110010 01100101 00100000 01100001 01110100 01110100 01110010 01100001 01100011 01110100 01101001 01110110 01100101 00100000 01101111 01110000 01110100 01101001 01101111 01101110 00100001

 
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6th February, 2008 at 19:06:27 -

Reminds me of my old binary post I made a long time ago. I agree though, toilet paper ftw.

 
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7th February, 2008 at 04:02:49 -


Originally Posted by Pixelthief

Originally Posted by DaVince [Ectoprods]
Real men store their data in bits (that means taking up space for even less than a byte).



01000001 00100000 01100111 01101111 01101111 01100100 00100000 01101001 01100100 01100101 01100001 00101100 00100000 01100010 01110101 01110100 00100000 01110100 01101000 01100101 00100000 01110100 01101111 01101001 01101100 01100101 01110100 00100000 01110000 01100001 01110000 01100101 01110010 00100000 01101001 01110011 00100000 01110011 01110100 01101001 01101100 01101100 00100000 01100001 00100000 01101101 01101111 01110010 01100101 00100000 01100001 01110100 01110100 01110010 01100001 01100011 01110100 01101001 01110110 01100101 00100000 01101111 01110000 01110100 01101001 01101111 01101110 00100001


No no, smaller than that! Consider the space you'd save if you only needed a maximum value of 16!



 
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7th February, 2008 at 06:24:54 -

Pixeltheif, did you notice all the binary numbers in your post started with a zero? You would save space if you didn't include those obvious zeros for another example.

 
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7th February, 2008 at 07:13:41 -

Uh, guys... I usually don't give a shit about these things, and I don't want to sound like a grammar/punctuation nazi, but:

http://www.stevedalgleish.co.uk/apostrophe



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7th February, 2008 at 15:52:34 -

Why give a shit now?

 
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7th February, 2008 at 16:05:18 -

I like arrays!

 
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9th February, 2008 at 09:21:42 -

I don't know how to use neither!

 
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9th February, 2008 at 12:50:56 -

Whenever I see the thumbs-hands used on a smiley like that, I imagine that they should be spinning around it. Which then reminds me of the first boss of Chalk.

 
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9th February, 2008 at 13:53:37 -

It reminds me of that animation of Podunkian dancing.

 
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9th February, 2008 at 17:27:54 -

lol, those pod gif's were fairly funny.

 
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