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- Oct 9, 2013
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I've been tinkering with XML lately, and I'm confident this is your best bet for external data in your games.
What is XML? http://en.wikipedia.org/wiki/XML
How to XML? http://www.w3schools.com/xml/
I can safely say, XML is by far the easiest thing I've used to export and import data. Why? Because its sequential, its easy to edit manually, and it works in EVERY PROGRAMMING LANGUAGE once you get your logic correct.
First you can just go write tools in another language you're more comfortable with, like C#, VB.net, visual C++, Java, or another quick-prototype language. Use these tools to create large amounts of data in a quick prototype environment, then import the data into your game running whatever language at runtime. Quick prototyping and quick implementation saves time and effort. If your tools don't exist, and you need to make them, and you need them to work, I would suggest creating an xml model for your data, then recursing your data saving it.
Second, its easy to mod and change the data. I for one, enjoy tinkering with and destroying games from the file-base to figure out the programmer's mentality while making something. This makes XML quite awesome for me in fact. You can build mod support into your games with XML, and use the XML like an easy to use add-on system for your games. Obviously it would need to retain syntax, and it would only fit a certain set of criteria to be changed. There would no doubt be tremendous cheating, and tons of people writing mods you didn't intend with it. However, I feel this would generate more attention towards your projects, just because of its open database capabilities.
I know XML files can get rather bulky, for even small sets of data. This can be optimized through good coding practices however, chopping lines to a fraction of what they could be if you included all the empty lines.
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I for one believe XML is a great choice of data designs, and think it should be implemented as a possible feature for the future RPG Maker engines as an alternative output, instead of the default database serialized objects.
This would allow players to write their own data editing tools for things like custom weapons, custom statistics, whatever. This would ease the process of including new statistics into the database systems currently implemented in the makers, for the more advanced users, without being confined in the construct entirely, but still wanting to make use of many of the provided tools.
<weapon id="0">
<name>Stupid Sword </name>
<custom>
<customElement1 customAttribute="whatever">
<customChild1>1232</customChild1>
</customElement1>
</custom>
"whatever" << $game_weapons[0].custom.get("customElement1").attribute("customAttribute")
1232 << $game_weapons[0].custom.get("customElement1").getChild("customChild1").text.to_i
----------------------------------------------------------------------------------------------
What is XML? http://en.wikipedia.org/wiki/XML
How to XML? http://www.w3schools.com/xml/
I can safely say, XML is by far the easiest thing I've used to export and import data. Why? Because its sequential, its easy to edit manually, and it works in EVERY PROGRAMMING LANGUAGE once you get your logic correct.
First you can just go write tools in another language you're more comfortable with, like C#, VB.net, visual C++, Java, or another quick-prototype language. Use these tools to create large amounts of data in a quick prototype environment, then import the data into your game running whatever language at runtime. Quick prototyping and quick implementation saves time and effort. If your tools don't exist, and you need to make them, and you need them to work, I would suggest creating an xml model for your data, then recursing your data saving it.
Second, its easy to mod and change the data. I for one, enjoy tinkering with and destroying games from the file-base to figure out the programmer's mentality while making something. This makes XML quite awesome for me in fact. You can build mod support into your games with XML, and use the XML like an easy to use add-on system for your games. Obviously it would need to retain syntax, and it would only fit a certain set of criteria to be changed. There would no doubt be tremendous cheating, and tons of people writing mods you didn't intend with it. However, I feel this would generate more attention towards your projects, just because of its open database capabilities.
I know XML files can get rather bulky, for even small sets of data. This can be optimized through good coding practices however, chopping lines to a fraction of what they could be if you included all the empty lines.
----------------------------------------------------------------------------------------------
I for one believe XML is a great choice of data designs, and think it should be implemented as a possible feature for the future RPG Maker engines as an alternative output, instead of the default database serialized objects.
This would allow players to write their own data editing tools for things like custom weapons, custom statistics, whatever. This would ease the process of including new statistics into the database systems currently implemented in the makers, for the more advanced users, without being confined in the construct entirely, but still wanting to make use of many of the provided tools.
<weapon id="0">
<name>Stupid Sword </name>
<custom>
<customElement1 customAttribute="whatever">
<customChild1>1232</customChild1>
</customElement1>
</custom>
"whatever" << $game_weapons[0].custom.get("customElement1").attribute("customAttribute")
1232 << $game_weapons[0].custom.get("customElement1").getChild("customChild1").text.to_i
----------------------------------------------------------------------------------------------
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