[Ohrrpgce] run game ideas

James Paige Bob at hamsterrepublic.com
Thu Nov 3 11:18:25 PDT 2016


I think the biggest issue with loading from other games save slots is that
saves have a lot of fixed id numbers, and those can't be expected to be the
same for other games

I went through the RSAV documentation, and tried to make a list of all the
id numbers

* current map state stores map id number, and stores NPC definition id
numbers
* tag state is all id number based, so are onetime npcs
* saved hero party state saves both slot id numbers and hero definition id
numbers
* spell lists are full of attack id numbers
* inventory state is full of item id numbers
* shops are also full of both shop slot id numbers and item id numbers
* saved slices might be full of sprite id numbers.

Unless the other game that you are importing a save from is an almost exact
copy of all these things, I don't really see how loading a save is going to
be useful.

a version of import globals that can read stuff from other games will be
very useful for scripting fun... and commands for importing more specific
data from other game's saves (or other save slots in the current game) are
reasonable (and wouldn't be too terribly hard to do)

I think we need to look more carefully at how this should work-- especially
at exactly what game authors want to accomplish with a save-import feature.

Just importing and loading some other game's rsav file is going to be
messy, and it isn't clear to me that it will be very useful.



---
James



On Thu, Nov 3, 2016 at 10:39 AM, Ralph Versteegen <teeemcee at gmail.com>
wrote:

> Yes, we need a way to share saves. A fancy way would be commands to
> load/save a save from/to some other game,
> which would allow the sort of one-time conversion you suggest,
> but a simpler solution is just a setting to specify the name of the saves
> folder. (That sounds a lot like
> the packagegame for the game (used when distributing)). However I guess
> that would be bad
> if you went back to the original game and tried to load a save from the
> sequel/expansion; ideally you'd want saves
> to be marked as incompatible or something. Maybe this isn't a simple
> solution afterall.
>
> There are also some config files associated with each game (hidden away in
> the OHR's settings folder), and maybe those should be shared too. There's
> almost nothing stored in those settings currently, AFAIR just in-app
> purchases and whether to fullscreen.
>
> On 4 November 2016 at 01:53, Michael Kidder <mkidder at gmail.com> wrote:
>
>> This actually makes "DLC" / expansions more feasible now since if you
>> wanted to do it before, you have to tell people "oh yeah, just go in, copy
>> the file... rename it to gameexpansion.r .. okay, enable extensions, and
>> then go to.."
>>
>> Now you could just run a check to see if the user has installed the .rpg
>> file and modify an in game menu or NPC's dialog or whatever seamlessly,
>> that'd be pretty cool.
>>
>> Only thing i can think of is power users may want the ability to bring
>> the save from the original game to the called game. It would be up to the
>> developer to make sure both games stay compatible save wise. If this causes
>> too many issues, then making "session variables" that GAME preserves only
>> for the duration of being loaded would likely be enough for people to bring
>> data over from one game to another. Something to think about, anyway.
>>
>> On Tue, Nov 1, 2016 at 7:00 PM, Ralph Versteegen <teeemcee at gmail.com>
>> wrote:
>>
>>> Yes, I was planning to add a command like "check game exists" to work
>>> around this problem.
>>>
>>> Checking for both .rpg and .rpgdir is a good idea too.
>>>
>>> On 2 November 2016 at 04:26, James Paige <Bob at hamsterrepublic.com>
>>> wrote:
>>>
>>>> I was looking at the run game implementation.
>>>>
>>>> I saw this comment in the source:
>>>>
>>>> PRIVATE SUB run_game ()
>>>>  ' Not being able to load the game should always show an error (use
>>>> serrError for everything)
>>>>
>>>> I would definitely like to have the option of running a game with the
>>>> error silenced.
>>>>
>>>> For example, At the end of Quest.rpg I might have code that runs
>>>> Quest2.rpg even though the sequel does not even exist yet.
>>>>
>>>> One way to get this effect would be an argument to run game to make it
>>>> silent. (I don't really like this one.)
>>>>
>>>> Alternatively another command "run game if exists" that just does the
>>>> same thing without the error
>>>>
>>>> Finally, maybe an "is other game available($0="othergame")" check that
>>>> returns a boolean.
>>>>
>>>> Next, I was wondering if you do:
>>>>
>>>> run game($0="gamename.rpg")
>>>>
>>>> and gamename.rpg does not exist, should it automatically check for
>>>> "gamename.rpgdir" and nice-versa
>>>>
>>>> ---
>>>> James
>>>>
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>>>>
>>>
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