Hi Tommy,
I have though a lot about state saving, so I thought I should
contribute to this discussion.
Here are my requirements for a good Python state saving system :
* it must be text, preferably human-readable
* it must need the smallest efforts possible to save and reload data
* if it can b
Hi Tommy,
here is how I did it. (I'm making an point-and-click-adventure myself with
py-thon & -game, too.)
In my game there are just scenes and actors. Allmost all of the data is in
the actors, even the cutscenes. So I (more or less) only save the actors
with PICKLE.
I'd like to rewrite it some
René Dudfield wrote:
The pickle module can make things easy.
Also, using one of the binary pickle formats will help
to make it moderately hacking-resistant.
--
Greg
hi,
there's a few main ways.
1. place the player at a certain 'level' and save their stats, and which
level they are at.
2. save the whole world state.
3. save each timestamped event from a certain world state and playback the
events.
The pickle module can make things easy.
On Sat, May 23, 2
On Fri, May 22, 2009 at 02:23:45PM -0700, Nevon wrote:
> I'm currently part of a group developing a FOSS point-and-click
> adventure game using Python and Pygame. The game engine is actually a
> fork of the engine used in the game Colonel Wiljafjord and the
> Tarbukas Tyranny, and entry in Pyweek #
I'm currently part of a group developing a FOSS point-and-click
adventure game using Python and Pygame. The game engine is actually a
fork of the engine used in the game Colonel Wiljafjord and the
Tarbukas Tyranny, and entry in Pyweek #3. Right now we're working on
improving the engine in whatever