RPG dungeon crawler with level editor - storing both numbers and strings?

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  • Hi all,

    I made good progress with my project that allows players to not only play a dungeon crawler experience, but build their own levels and ultimately full campaigns. Here's a quick impression!

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    The levels data is currently stored in a numberical array that builds the level by loading tiles, monsters and items, which all have unique numbers and are then placed through a fast-loop.

    However, I am now at the point where I want to add cutscenes with dialogue and for this each level needs to be storing strings as well, but obviously this cannot be done in a numerical array.

    I've added a new string array object to the scene, but my problem is: how can I made the saving and loading experience for the different levels easy? Before I used the Load and Save via file selector, but this only works for 1 array file.

    Any ideas how I could build it so that users only have to load or save 1 time and it automatically loads / saves both the numerical and string arrays?

    Cheers,

    Hugo

  • Thanks Willy! This is definitely an option, also with saving. However, my application will allow users to save and load multiple levels, not just one. I understand I can ask the user for the level names through an input from a text input field, but how can I know which level the user wants to load? Because I want to present the user an overview of the levels he can load into the editor. Can I somehow get this info by scanning a particular folder?

    If I use the file loader, it loads only one array or I should be able to somehow read out what the file name is the user loaded using the file loader and then after that also load the string array as "levelname_dialog.arr", but have really no idea how to do this. Any ideas?

  • You can save the data (strings and numbers) in the ini file.

    You can use groups for each level in the ini file. When you need to load a level you can just change the group and load the data.

    For example, GLOBAL GROUP stores things that change like score, LEVEL1 group stores things that only pertain to level1 etc.

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  • Thanks Janette! The challenge is that users can create very complex levels themselves, which should also be shareable. It's not just some basic scores etc, but I'm using a 3-axes array to store a ton of data of the level across a multilayered 100x100 grid level size (floor tiles, objects, lights, npc's, monsters, etc) and the dialog and text should support very extensive complex structures linked to up to dozens if not over one hundred NPCs and monsters that all can have custom descriptions, dialog, etc. That makes me think I'm stuck to using separate arrays. But again, if a player copies a level from another creator into the game directory, they should be able to load it from the application, but if I use the array file loader option, I don't know how to capture what level (number) array they selected, so I could load the associate string array as well.

    Any other suggestions..?

  • Since the array object doesn't provide you with the details of the file that the user selected, you could use the File Object instead, using its "load file selector" action:


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    I don't think this actually loads the file in any way - it just gives the user a box from which to choose one. You can then use the following expression to retrieve the details of the file that the user chose.

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    From there, you can find the array file that the user chose and load it using the Array object via expression. Plus you can use the name to figure out any additional files that you need to load.

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