Re: TurboSphere
Reply #277 –
So I forgot, are you going to store graphics options with the game files?
I want to propose a standardization for a .sg2m or .sg2 or whatever format that is a second version of the sgm. Built precisely to hold this kind of data:
1. Author
2. Description
3. W x H
4. 2x or 1x (scale)
5. v-mode
6. language
7. etc
But notice my engine can't have the same v-modes your engine has, or another engine uses a different language. So, we should use XML or some kind of non-binary (scalable) data type that can store these properties. Kinda like this:
<game>
<details>
<name>The Awesome Game!</name>
// ...
</details>
<sound>
<volume>100 or 1 or 255</volume>
// ...
</sound>
<graphics>
<scale>2</scale>
// ...
</graphics>
<input>
<up_key>42</up_key>
// ...
</input>
<networking>
<use>F or False or 0</use>
// ...
</networking>
</game>
(notice the above is a sketch)
Then we can expose methods through code so your game can modify it's own data. This way you can put custom stuff in there. Or you can modify existing stuff, thereby making it possible for games to do interesting things to their own sgm (without the engine wiping it).
I know we tried this once before, but we didn't take into consideration the configuration options stored separately into the sgm. (Which is why I propose an sgm 2.0 type format).