@Pentadact Replace 'character' with 'variable' and we are on the same page, Tom.
@matttwood You had some style, brother
@Elliot_K_Hudson: Learn a bit about the electrical systems you'll encounter while taking apart ships.
Remember: Mind the power, or you…
@gozz_sss: 「もし無人島に何かひとつ持って行くとしたらなにを持って行く?」
@theweem Riiiight!? Looks so good. Love the cast they've chosen too.
@IndustriesGame: "Ah Founder, the Council is glad to see you. We have significant investments riding on your success. I hope you'll live…
@AbdullahDurra10: Having fun with a lighting system. #screenshotsaturday #gamedev #indiedev #pixelart
@Mokutsuno: こういうゲームやりたいよね #madewithunity
@Emre_C_Deniz: Hey folks,
For late #screenshotsaturday I have part of a larger set of levels for a game prototype I've been working on.…
@Norrin_Radd22:
Going live. Playing two of my all time favourite Shmups tonight. One that's a no brainer and on…
@Rune_Drawer: WIP animation of new foe #IndieGameDev #screenshotsaturday #aseprite #pixelart #DespotsGame
@kaimatten: A 16 bit #pixelart demake of the #FF7Remake The 7th Heaven bar with Tifa's theme. #FinalFantasyVIIRemake
@Revolt3r @Der_Kevin The other thing I'd like to note about comparing JSON to EasySave is that, generally, there's a bit of workload on your part to make schemas to easily read/write the JSON. With easysave, you just call their functions with the correct type specified. Something else to consider.
@Revolt3r @Der_Kevin And by game data, I mean, tuning stuff which isn't changed by the player. Stuff I import from google spreadsheets. Not game data that gets saved. Just in case there is some confusion there.
@Revolt3r @Der_Kevin Yep. JSON is great. I use it for all my game data. It's just slower if you're saving out large amounts of data. For example, my game saves out 300k - 1m world blocks. So, I need to stream data to binary.
@GreyAlien Heck yes! Nice work, Jake.
@Revolt3r @Der_Kevin Here's their documentation which should address any of your concerns:
It has very clear code examples.
@Revolt3r @Der_Kevin My one warning is that, there are times where you have to accept that the save won't be backwards compatible. Usually, this happens if you change deep-down coding structures. In which case, you should be in early access (like I am!) if you're making big sweeping changes like that
@Revolt3r @Der_Kevin I use the faster method of streaming where you save/load in a linear order that doesn't change. This makes backwards compatibility harder but not impossible. What I do when adding/removing save/data in new versions is do a simple version check as seen in the pic.
@Revolt3r @Der_Kevin Great question. Depends on the method of saving you choose. Easy Save lets you use 'tags' which, as far I understand, provides backwards compatibility. You'd have to look into that aspect as I don't use that method because it's a bit slower when saving large amounts of data.