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CodeRed
CodeRed@CodeRed_dev·
What do you use to save your game?
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RazorSharpFang
RazorSharpFang@RazorSharpFang·
@CodeRed_dev SQLite Can't ever corrupt these saves, and lets me incrementally save.
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Starkium
Starkium@LifeArtStudios·
@CodeRed_dev I'm both surprised and not surprised by that Json result. I wonder if this is sufficient for both performance and flexibility. How are you handling save data versioning? I have some ideas, but I'm curious what everyone else is doing.
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Ularis Badler
Ularis Badler@UBadler·
@CodeRed_dev Sorry for arriving late to the party. 'Binary' for performance, and for generating smaller files.
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@CodeRed_dev That's actually of of the things I'm not doing yet and I have to look onto which is the best format. As I have an infinite world (like minecraft) and I have to store anything on it but I have to have a quick access to it without having to read a big file 🤔
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Textilis
Textilis@Textilismusic·
I haven't gotten to this point in development but which one should I choose if I have too? My game is a racing game, so mainly the things that would need to be saved are the campaign progress, the player's cars in the garage, and their customization( Performance parts and color) of said cars.
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holoswirls
holoswirls@holoswirls·
@CodeRed_dev Am I the only one that takes JSON and uses a Base64-encoded string conversion on it to produce a simple text based save string? Best of both worlds.
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Knightsurfer
Knightsurfer@Knightsurfer2·
@CodeRed_dev if I want the game's site or a modding kit to interact with it I would probably go for JSON, though if it's just a simple game I would go binary.
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Rakugo
Rakugo@BiernackiJeremi·
@CodeRed_dev In editor/debug mode as Godot's .tres and in build as Godot's .res
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