Author Topic: Creating and loading room files  (Read 729 times)

Description: Warning:English language heresy

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Offline lordcyber

Creating and loading room files
« on: September 14, 2011, 08:35:15 pm »
Game Maker has options to load external resources,like sounds,sprites,backgrounds and other things.But still doesn't have functions that deal rooms as external files.If your game project is a little big,can be bothersome the loading time everytime that you load your game to test it.
This tutorial will explain how creating binary files containing room's data and loading later.My purpose is turning a little more simple for people that want use it in the projects and showing that this method isn't impossible or too much advanced.


Part 1-Prerequisites

I know 2 alternative room level editors:Gmare(http://gmare.codeplex.com/ ) and Ogmo editor (http://ogmoeditor.com/ ).The former gives problems when I try load one my GM8.1 files,so I use the latter.
I will suppose that you have some experience with Ogmo Editor.If you don't have,it has nice tutorials in his site,and can read a tutorial about creating rooms from XML files(http://brod.net16.net/OE4GM/ ).If many people have problems,I can create another tutorial focusing with the Ogmo Editor.
Will be neccesary the gmXML extension (http://gmc.yoyogames.com/index.php?showtopic=462882 ),that turns more easy to read info in the XML format.

Part 2-Binary stuff
(click to show/hide)

Part 3-Mapping
(click to show/hide)

to be continued...(I'm writing small pieces daily)
« Last Edit: September 15, 2011, 09:34:48 pm by lordcyber »

Offline Gibbering Mouther

Re: Creating and loading room files
« Reply #1 on: September 15, 2011, 06:55:58 am »
Of course, you can also make and edit .bin files using a hex editor like HxD.

I should make a tutorial on how to use knowledge of editing binary files to play all the songs stored in NSF files and such.
"For a just man falleth seven times, and riseth up again: but the wicked shall fall into mischief." --Proverbs 24:16






Offline lordcyber

Re: Creating and loading room files
« Reply #2 on: January 14, 2012, 07:53:18 pm »
But this useless for this tutorial.

Anyway,sorry for the delay, guys and girls.
Instead  posting big pieces of text in post,I decide organize in pdf file.Sorry for errors in the English language.Maybe I miss some little pieces of info,but the text is tolarable.I hope that it helps someone.

Offline Obreck

Re: Creating and loading room files
« Reply #3 on: January 15, 2012, 05:10:46 am »
Interesting. How are the external room load times with this system? I made a working external room system a while ago, but booting up the rooms felt like waiting for a PS1 game to load so I scrapped it.

Offline lordcyber

Re: Creating and loading room files
« Reply #4 on: January 15, 2012, 05:33:16 am »
At first, I created a system that create rooms directly from the xml files.but I discovered that reading the info from a binary file is more fast.I didn't make precise test involving time loading,but, from my experience with beta testing of Midas Machine,I believe that can be fast enough to you want use it.Anyway, is really better loading a group of rooms instead the whole game(even if you are testing).Of course that depend how you define wisely the variable's names that you write in bin files,that it will take less time.
It took a good time to make it works.And avoids  the Ninjular's development goes to the limbo for lack of pacience in waiting the game loading.

About the guide,I think that I need someone to improve the text.

 

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