Thread: Save and Load in Pipmak for Windows
Status: Alpha
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cwalther
From: Evgen <ev-...@ya...> - 2009-01-22 22:32:55
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Hi =) Here I want continue about save and load game without Windows dialogs I’m also use windows and ubuntu, but play games only windows. And I think about functions for windows-pipmak first, in my topic on Loadlib thread =) I have some knowledge of C#, and today try open source in C++ (pipmakLuaLib and pipmak_windows files) where I think see functions what we need for update But big problem for me, that I cant work with Makefiles and never work with C++, only C# For example in C# you can also open Solution, where included all files. And if I try write some functions (for load and save game without windows dialog) I cant complete *.exe in C++ Makefiles Maybe I can include dlls (or some plugins) to pipmak, and after it use new functions? Or idea of this functions will try in new version? Some variants(windows): gamesave("name") -- main folder ( / ) -- or /save/ folder in game directory, -- or special path (for windows: MyDocuments/game_name/) we can use names, but I think use numbers gamesave(1) --2,3,4,5.. savegame1.pipsave, savegame2.pipsave, savegame3.pipsave files, as variants.. I think that saving and loading in game, without windows very nice for game. Without this functions, games will be as little test example =( and not be such as big interesting adventure game Oh… It will be so good, if some body understand my english =) -- View this message in context: http://www.nabble.com/Save-and-Load-in-Pipmak-for-Windows-tp21613994p21613994.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-01-23 12:41:34
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Evgen wrote: > Here I want continue about save and load game without Windows dialogs > I’m also use windows and ubuntu, but play games only windows. > And I think about functions for windows-pipmak first, in my topic on > Loadlib > thread =) Actually I don't think there's much Windows-specific about this, except for the choice of the location where to put the files. All the rest should be the same on all platforms. > I have some knowledge of C#, and today try open source in C++ > (pipmakLuaLib > and pipmak_windows files) where I think see functions what we need for > update Nitpick: it's C, not C++. > But big problem for me, that I cant work with Makefiles and never > work with > C++, only C# > For example in C# you can also open Solution, where included all > files. > And if I try write some functions (for load and save game without > windows > dialog) I cant complete *.exe in C++ Makefiles Since you talk about C#, you're probably using MS Visual Studio. You should talk to Andrea Viarengo, he has worked on compiling Pipmak with Visual C++ 2005. He has never submitted his project files and stuff for inclusion into the source repository though. Maybe you'll find his wiki article <http://pipmak.sourceforge.net/wiki/index.php/ MSVC8_Build> useful. > Maybe I can include dlls (or some plugins) to pipmak, and after it > use new > functions? You could probably do that, but why not implement it directly in Pipmak where it belongs. > Some variants(windows): > gamesave("name") -- main folder ( / ) > -- or /save/ folder in game directory, > -- or special path (for windows: MyDocuments/game_name/) > > we can use names, but I think use numbers > gamesave(1) --2,3,4,5.. > savegame1.pipsave, > savegame2.pipsave, > savegame3.pipsave files, as variants.. Using just names, without paths, is what I like best. I think this can be handled as an overload of the existing pipmak.savegame() function: when you call it without arguments, it brings up the dialog as before, when you call it with a name it saves in the standard folder. Dito for pipmak.opensavedgame(). What happens when writing to that folder (or creating it) fails? Throw an error? In addition, we'd need a function to enumerate all saved games in the standard folder. And, in the far future, maybe the ability to read some information from them for display in a saved game browser (screenshots, even). As for what the standard folder should be, for Mac OS I propose ~/ Library/Application Support/Pipmak/<project name>/ or ~/Library/ Preferences/Pipmak/<project name>/. Or perhaps leave out the intermediary Pipmak folder, since game users don't care if their games are made with Pipmak - although that would increase the risk of naming collisions? For Windows, probably something in My Documents, as you say. (What to do with project names that are not valid file names? Windows in particular has all sorts of restrictions on file names.) On Linux and other Unixes, maybe ~/.pipmak/<project name>/ - or has a better convention than littering the home directory with invisible items been established by now? > Oh… It will be so good, if some body understand my english =) No problem :) -Christian |
From: Evgen <ev-...@ya...> - 2009-01-24 08:57:06
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Thanks, I read wiki MSVC8_Build, and now try complete projects. But I dont found some files for including =) now I search them. If you remember someone wrote topic, that his build pipmak dont read zip projects (only folders), in building physfs compiler not found some files to including, but write lib file, maybe that problem. Ok, I think I find all files and complete them, (to trying write some else) but I have a question, Would be in new version inside this functions? =) And it will be not long time? =) -- View this message in context: http://www.nabble.com/Save-and-Load-in-Pipmak-for-Windows-tp21613994p21638427.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-01-24 21:12:12
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Evgen wrote: > Thanks, I read wiki MSVC8_Build, and now try complete projects. > But I dont found some files for including =) now I search them. If you > remember someone wrote topic, that his build pipmak dont read zip projects > (only folders), in building physfs compiler not found some files to > including, but write lib file, maybe that problem. Physfs needs zlib to read zip files, is that what you're missing? > Ok, I think I find all files and complete them, (to trying write some else) > but I have a question, Would be in new version inside this functions? =) > And it will be not long time? =) It will be in the next version if you or me or someone else implements it until then. :) I don't want to commit to a specific date for the next release, seeing as I haven't really gotten around to working on Pipmak a lot recently, but I think we can do one as soon as the extension module support that I'm supposed to be working on is done. -Christian |
From: Evgen <ev-...@ya...> - 2009-01-26 11:02:58
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> Physfs needs zlib to read zip files, is that what you're missing? Yes, I was trying downloaded new files and compiler wrote new errors =) Next I download new revision (not as write in wiki), and rebuild all libs. now I have not errors in compiler pipmak.exe is load, but dont see ***.pipmak folders or files. now I try do some else it some difficultly because I never working with C++ It would be easy if writers make url-link on project solutions So good learning for me =) -- View this message in context: http://www.nabble.com/Save-and-Load-in-Pipmak-for-Windows-tp21613994p21663647.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Evgen <ev-...@ya...> - 2009-01-26 14:13:51
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Thanks, all ok now =) My language in name folders (if not english) call errors. Now I can save games without windows dialog =) So, I want testing some variants of saving. After it, I post here how we can do it, because I dont know how working with Repositories =) -- View this message in context: http://www.nabble.com/Save-and-Load-in-Pipmak-for-Windows-tp21613994p21666052.html Sent from the pipmak-users mailing list archive at Nabble.com. |