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Thread: INI Limit?

  1. #21
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    Quote Originally Posted by LB View Post
    The INI stores stuff in text format so it is very inefficient and takes a lot of space very quick. If you are doing this I would recommend using Array objects if you can.
    I second the Array recommendation... You are storing data for cells in a 3d grid... This is like what the Array object was exactly made to do.

    It would honestly probably make saving and loading 10x easier for you also.

  2. #22
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    Oh wow, lucky i saw this thread. I am just making a random generated world out of strings in an ini and currently it takes up 65kb.. and that is just the prototype world without any other data and with just a fraction of all the stuff I want it to have when its finished :/. Could you use several Ini files to get around this? If I would use an array how would I save the data so I can retrieve it at any point?

  3. #23
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    The array object has the option to save. for loading the file you'll need to use fast loops to process and place the tiles. There's plenty of examples covering how to do this.

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    Quote Originally Posted by danworth View Post
    The array object has the option to save. for loading the file you'll need to use fast loops to process and place the tiles. There's plenty of examples covering how to do this.
    Do you know how it is saved in Flash? Regular ini saves in the cookies i believe.

  5. #25
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    I'm not sure that the array object is supported by flash. For flash people tend to use INI. You may need to look into changing the way your levels are stored to reduce the file size.

    For example you could use room codes for layouts and wave codes for enemy spawns. This will require you to configure many premade room layouts and enemy waves. But reduce the INI file size dramically.

  6. #26
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    Quote Originally Posted by danworth View Post
    I'm not sure that the array object is supported by flash. For flash people tend to use INI. You may need to look into changing the way your levels are stored to reduce the file size.

    For example you could use room codes for layouts and wave codes for enemy spawns. This will require you to configure many premade room layouts and enemy waves. But reduce the INI file size dramically.
    Array seem to be supported by Flash and iOS, as far as I know I think it is supported on all runtimes. I talked to Simon a bit about this and he said the difference is how the array is loaded and saved on different runtimes. Anyone have experience with array with flash apps?

  7. #27
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    as far as I know, the only way to store data locally on android is through the ini object, which is a shame since array is much better for level editing and such

  8. #28
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    Quote Originally Posted by SirEatAlot View Post
    as far as I know, the only way to store data locally on android is through the ini object, which is a shame since array is much better for level editing and such
    But the android exporter is not out yet? Or is the actual system incompatitable with array? (if that is possible)

  9. #29
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    Flash does not allow access to the user's computer files. Use the INI object, which stores and saves as a cookie.

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  10. #30
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    Quote Originally Posted by nivram View Post
    Flash does not allow access to the user's computer files. Use the INI object, which stores and saves as a cookie.

    Mav
    I am pretty sure it is possible to use array to save in Flash to? http://community.clickteam.com/showthread.php?t=74183&highlight=array

    Now I am a bit confused :s I need an alternative to INI because of its filesize limit of 64kb :/ Or can I use several INI files to store more data?

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