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Post by compuscribe on Apr 17, 2011 16:20:31 GMT -5
Yeah, I noticed that I can build it, now, but the auction screen is kind of the sticking point. If I can't get girls, I can't really test how well the game is saving or loading them. I do keep updating my files a couple times a day, so when it does get fixed, I'll find it. Out of curiosity, does your save & load handle the Player data correctly? I keep meaning to check how static class members work with shared objects, but never quite get to it. It's a little early to completely declare victory, since a lot of the changes to the player will be tied to what you do with the girls, so I can't test everything, right now, but it certainly seems to, at this point. I've created a save file, then started a new game with completely different settings and reloaded. The date, time of day, money, items, player name & gender, assistant & her name, and all of that other stuff seems to be restored correctly. The only caveat is, like I said, I need to use the constructor to create a Player object, in order to store/reload the values, but it seems to work ... and it's a lot less work (and less error prone) than the only alternative, which would be to write a function to store each of those values, manually.
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Post by docclox on Apr 18, 2011 10:07:49 GMT -5
OK, good. That sounds like one potential delay just got a lot less worrisome.
Auction code should be back in svn sometime tomorrow. Possibly without a working sales screen, but the buy part will work ok
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Post by compuscribe on Apr 19, 2011 18:45:31 GMT -5
That should be good enough. As long as I can get a few girls, I can test whether things are reloading properly or not. While we're on the subject, just a couple of friendly warnings for when the release is finally ready. 1) Don't make any promises about the saves being completely fixed. I'm doing my best and will hopefully have at least 99.9% of the bugs worked out, but there are just too many little parts for me to test everything (especially in the ReadExternal and WriteExternal methods for the classes that need to be saved). There's a lot that could get screwed up, and it's going to require a much larger testing sample than myself before anyone can declare victory. 2) This probably goes without saying, but it's worth remembering when the announcement for the release is finally made: the old saves will not work any more. I'm saving to a completely different file*, so it'd theoretically be possible to write a converter, but so much has changed, I really don't think it's worth the trouble. Also, I'm throwing up an archive with the files I have so far (as of revision 382). It's by no means ready for integration, but since I'm not part of the SVN, I'm throwing out what I have so there's a redundant backup. I repeat: It is NOT ready. This is just a precautionary thing. (I'm not anticipating problems, but computers can be fickle things, and no one else should have to suffer for my hubris.) www.mediafire.com/?8s3z3hb0009e2u8*As part of the change, I figured I'd make it easy to implement multiple save files, so instead of being saved to "otherworld," they're being saved to "OWSave#" where # is the number of the save file. (Everything defaults to slot 1, right now, but as long as we can get everything else working, it'd be easy enough to change, if someone wished.)(Reason for edit: Archive has been updated. By focusing so much on tracking down every file I changed, I forgot to include the one file I wrote from scratch ... the one implementing the SaveFile class. )
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Post by tyrranus on Apr 19, 2011 19:22:08 GMT -5
Ill happily trade my old save file for having multiple saves compuscribe! Just my two bits from one of the impatient masses anxiously awaiting lol
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Post by compuscribe on Apr 19, 2011 22:02:06 GMT -5
Just to be clear, so no one gets their hopes up, we'll still only have the one save file, at least for a while. I'm simply designing it so that it should be easy to extend it, if we decide to add more in the future. It's definitely something worth considering (the larger the game gets, the more likely players are to have different characters pursuing different goals, and they'll want to be able to save the progress for each of them), but it's almost certainly not going to be part of this next release.
1) We need to focus on getting the one save file working, before we take things any further.
2) Multiple save files would require a complete redesign of the interface (including a whole, new, save menu), and that's probably best handled by someone who is in the SVN ... not to mention someone with a better sense of aesthetics. Besides, that'd just hold things up even further.
Assuming we can get the one, save file working, though, I imagine the multiple files would get put on the "to do" list, somewhere. It just might take a while.
Baby steps!
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