Today’s new stuff

I kind of hinted at this in an earlier post today, but I wanted to include this specifically, here. Today, I created a master “ScriptEngine” system, for coordinating the new text-command-based messages being sent by the buttons in the context button matrix and the action bar.  (I imagine that I’ll eventually retrofit the buttons in…

Save Games, Part Finale

Last post about save game stuff, I promise! Here’s a quick screenshot of my test of the new “auto savefile handling” that I’ve been talking about for the past few days;  it seems to work reasonably well!  And it’s hilighted a few issues;  like that I apparently have both a “loggedIn” and an “online” value…

Save Games, Part Two

Been doing more work on figuring out how to manage data in such a way that I won’t go insane, trying to manage the saved games for MMORPG Tycoon 2. I think I’ve now basically settled on a data description system which isn’t too onerous to use, and which has no performance penalty during runtime.…

Save games

One of the biggest nightmares for me in MMORPG Tycoon 1 and 1.1 was that of save game support.  In version 1, there was well over a megabyte of binary data that had to be saved and loaded successfully, to resume a game in progress.  In version 1.1, that size was growing drastically, as all…