ID:82709
 
So, after a long time of not releasing anything (about a year) or posting anything (a few months), I decided that I should do that. In the process of making my game, Nameless Lands, I've decided to convert my entire game to use a SQL database, and this is the first of three demos to come -- one for mobs (players), another for mobs (creatures), and a final one for objects.

Today, after 28 revisions (according to tortoiseSVN), I have finally finished mob saving. I'm releasing it to the public since all I see are libraries that "make it easier," and I wanted to make it one step simpler. If anyone wishes to attempt to decode this (probably terrible) mess of coding, feel free to leave comments. You can find the demo here. I am not giving any screenshots, because, well.. there's not a whole lot to show. Remember, it's a DEMO, it is not plug and play.

I apologize in advance for you brave warriors, for my fail of documentation. Good luck & godspeed (that's what my teacher does when he hands out a test, tee hee).

Well sounds interesting, good luck with that. I don't think I'll ever wish to concern SQL with DM.
PerfectGoku wrote:
Well sounds interesting, good luck with that. I don't think I'll ever wish to concern SQL with DM.

Why? SQL is a great way to have a global save file system for your games.

Reasonably enough, I'll have to agree with Meta. It's a royal pain in the ass, initially, but it pays off in the end. Really well. Plus, that means you have a lesser chance of data corruption and you can access your data everywhere, even if someone else is hosting the game.
And it doesn't even need to be a pain in the ass! All you need is dantom.db, savefile.ExportText(), and some basic mysql knowledge.

Honestly, I can't see how it's so hard to manage.
You don't even need exporttext if you're not going to have unique instances of items. Which rocks.
DivineTraveller wrote:
You don't even need exporttext if you're not going to have unique instances of items. Which rocks.

I don't understand. What do you mean by unique instances of items? How could you possibly save a savefile efficiently except by turning it into text and then storing that text as an entry?

Surely you can't be contemplating uploading the savefile file itself and the downloading it again when you want to load it?

This is getting interesting. =o
Or, uh.. have you seen my demo? I save variables directly to the database by using the individual variables, and save/load from that each time, not exporttext().

As of recent, I don't believe in savefiles.
No, I didn't see your demo. Hm. Well, to be honest with you, i like the exporttext() method way better than saving variables one by one. Why reinvent the wheel?
Because I currently own a wow private server, and I really like the way they have their database set up, so I would like to do something similar.

Plus, it's much easier, if I were to make a real-time editor for ingame purposes, to edit objects or players in real time, as opposed to having to have them load and whatnot.

On top of that, The wow private servers do it really well in the way that they manage the database.
Seemed like just yesterday I was telling you radical new dm ideas! Haha you've come so far! And I say this, because I was just thinking through a unique use for something like this and thought "Hey, wonder if anyone's got anything out there to look at". Low and behold you come to the rescue.

I'ma play with this next time I get some spare time to play with byond!
Ironguy wrote:
Seemed like just yesterday I was telling you radical new dm ideas! Haha you've come so far! And I say this, because I was just thinking through a unique use for something like this and thought "Hey, wonder if anyone's got anything out there to look at". Low and behold you come to the rescue.

I'ma play with this next time I get some spare time to play with byond!

Hehe :D I have a couple more interesting projects if you'd like, we need to talk on MSN again, y'know.