Re: [pygame] Implementing save feature

2009-05-24 Thread Alexandre Quessy
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

Re: [pygame] Implementing save feature

2009-05-23 Thread Olaf Nowacki
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

Re: [pygame] Implementing save feature

2009-05-22 Thread Greg Ewing
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

Re: [pygame] Implementing save feature

2009-05-22 Thread René Dudfield
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

Re: [pygame] Implementing save feature

2009-05-22 Thread James Paige
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 #

[pygame] Implementing save feature

2009-05-22 Thread Nevon
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