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### #ActualBaneTrapper

Posted 24 March 2013 - 08:03 AM

What is in these files? Copying files doesn't usually make much sense in the context of a game.

If the map/enemy is immutable, don't copy it. If it is mutable, just serialise the map/enemy state at the point when you need to save a game. Most games do not save during the "New game" screen.

Files are .txt format, plain windows 7 .txt files that have game related data that game requires in order to function.

What i am storing is: Enemy positions, Is enemy dead, Something special happened, Order of tiles on map, and all map related stuff(allot)...

So i don't have to code that, i just have events and in map editor i invoke that at certain point.

Its 2d turn based rpg. And during map movement if you move to "Portal" so i call it, you enter other area at witch point i save current map and load the corresponding map.

At part where i save, its saved as a base map file but i don't want to overwrite the main files... thus i need backupfiles.

Therefore when new game is pressed i copy all files from (Storage) and paste intro (Play) folder. Similar if not same with load.

I will try to illustrate my point

int JustBecauseItsComments = 0;
//Install location directory
Files //Folder
TheWandere.exe //Executalbe

//./Files directory
Maps //Folder
Saved //Folder
MapsBase //Folder
...

//.Files/Maps directory
//Empty

//.Files/Saved directory
//If any, and all saved data

//./Files/MapsBase directory
Map_1.txt
Ene_1.txt
Map_2.txt
Ene_2.txt
Map_3.txt
Ene_3.txt
...


This is how it will look when application is started.

int ItsComments = 0;
//./Files/MapsBase directory
//Unchanged

//./Files/Maps directory
//All files from ./Files/MapsBase are present here as copy


Files are not in any point help open. I don't stream or anything i just open, read, close.

boost::filesystem has alot of cross-platform functions for file management.

boost::filesystem::copy_file(source, destination, error);

That is maybe just what i was looking for, thanks!

### #4BaneTrapper

Posted 24 March 2013 - 08:02 AM

What is in these files? Copying files doesn't usually make much sense in the context of a game.

If the map/enemy is immutable, don't copy it. If it is mutable, just serialise the map/enemy state at the point when you need to save a game. Most games do not save during the "New game" screen.

Files are .txt format, plain windows 7 .txt files that have game related data that game requires in order to function.

What i am storing is: Enemy positions, Is enemy dead, Something special happened, Order of tiles on map, and all map related stuff(allot)...

So i don't have to code that, i just have events and in map editor i invoke that at certain point.

Its 2d turn based rpg. And during map movement if you move to "Portal" so i call it, you enter other area at witch point i save current map and load the corresponding map.

At part where i save, its saved as a base map file but i don't want to overwrite the main files... thus i need backupfiles.

Therefore when new game is pressed i copy all files from (Storage) and paste intro (Play) folder. Similar if not same with load.

I will try to illustrate my point

int JustBecauseItsComments = 0;
//Install location directory
Files //Folder
TheWandere.exe //Executalbe

//./Files directory
Maps //Folder
Saved //Folder
MapsBase //Folder
...

//.Files/Maps directory
//Empty

//.Files/Saved directory
//If any, and all saved data

//./Files/MapsBase directory
Map_1.txt
Ene_1.txt
Map_2.txt
Ene_2.txt
Map_3.txt
Ene_3.txt
...


This is how it will look when application is started.

int ItsComments = 0;
//./Files/MapsBase directory
//Unchanged

//./Files/Maps directory
//All files from ./Files/MapsBase are present here as copy


Files are not in any point help open. I don't stream or anything i just open, read, close.

### #3BaneTrapper

Posted 24 March 2013 - 08:01 AM

What is in these files? Copying files doesn't usually make much sense in the context of a game.

If the map/enemy is immutable, don't copy it. If it is mutable, just serialise the map/enemy state at the point when you need to save a game. Most games do not save during the "New game" screen.

Files are .txt format, plain windows 7 .txt files that have game related data that game requires in order to function.

What i am storing is: Enemy positions, Is enemy dead, Something special happened, Order of tiles on map, and all map related stuff(allot)...

So i don't have to code that, i just have events and in map editor i invoke that at certain point.

Its 2d turn based rpg. And during map movement if you move to "Portal" so i call it, you enter other area at witch point i save current map and load the corresponding map.

At part where i save, its saved as a base map file but i don't want to overwrite the main files... thus i need backupfiles.

Therefore when new game is pressed i copy all files from (Storage) and paste intro (Play) folder. Similar if not same with load.

I will try to illustrate my point

int JustBecauseItsComments = 0;
//Install location directory
Files //Folder
TheWandere.exe //Executalbe

//./Files directory
Maps //Folder
Saved //Folder
MapsBase //Folder
...

//.Files/Maps directory
//Empty

//.Files/Saved directory
//If any, and all saved data

//./Files/MapsBase directory
Map_1.txt
Ene_1.txt
Map_2.txt
Ene_2.txt
Map_3.txt
Ene_3.txt
...


This is how it will look when application is started.

int ItsComments = 0;
//./Files/MapsBase directory
//All files from this directory to be copied intro following directory
//./Files/Maps directory
And the game operates with files from ./Files/Maps


Files are not in any point help open. I don't stream or anything i just open, read, close.

### #2BaneTrapper

Posted 24 March 2013 - 07:59 AM

What is in these files? Copying files doesn't usually make much sense in the context of a game.

If the map/enemy is immutable, don't copy it. If it is mutable, just serialise the map/enemy state at the point when you need to save a game. Most games do not save during the "New game" screen.

Files are .txt format, plain windows 7 .txt files that have game related data that game requires in order to function.

What i am storing is: Enemy positions, Is enemy dead, Something special happened, Order of tiles on map, and all map related stuff(allot)...

So i don't have to code that, i just have events and in map editor i invoke that at certain point.

Its 2d turn based rpg. And during map movement if you move to "Portal" so i call it, you enter other area at witch point i save current map and load the corresponding map.

At part where i save, its saved as a base map file but i don't want to overwrite the main files... thus i need backupfiles.

Therefore when new game is pressed i copy all files from (Storage) and paste intro (Play) folder. Similar if not same with load.

I will try to illustrate my point

//Install location directory
Files //Folder
TheWandere.exe //Executalbe

//./Files directory
Maps //Folder
Saved //Folder
MapsBase //Folder
...

//.Files/Maps directory
//Empty

//.Files/Saved directory
//If and all saved data

//./Files/MapsBase directory
Map_1.txt
Ene_1.txt
Map_2.txt
Ene_2.txt
Map_3.txt
Ene_3.txt
...


This is how it will look when application is started.

//./Files/MapsBase directory
//All files from this directory to be copied intro following directory
//./Files/Maps directory
And the game operates with files from ./Files/Maps


Files are not in any point help open. I don't stream or anything i just open, read, close.

### #1BaneTrapper

Posted 24 March 2013 - 07:58 AM

What is in these files? Copying files doesn't usually make much sense in the context of a game.

If the map/enemy is immutable, don't copy it. If it is mutable, just serialise the map/enemy state at the point when you need to save a game. Most games do not save during the "New game" screen.

Files are .txt format, plain windows 7 .txt files that have game related data that game requires in order to function.

What i am storing is: Enemy positions, Is enemy dead, Something special happened, Order of tiles on map, and all map related stuff(allot)...

So i don't have to code that, i just have events and in map editor i invoke that at certain point.

Its 2d turn based rpg. And during map movement if you move to "Portal" so i call it, you enter other area at witch point i save current map and load the corresponding map.

At part where i save, its saved as a base map file but i don't want to overwrite the main files... thus i need backupfiles.

Therefore when new game is pressed i copy all files from (Storage) and paste intro (Play) folder. Similar if not same with load.

I will try to illustrate my point

//Install location directory
Files //Folder
TheWandere.exe //Executalbe

//./Files directory
Maps //Folder
Saved //Folder
MapsBase //Folder
...

//.Files/Maps directory
//Empty

//.Files/Saved directory
//If and all saved data

//./Files/MapsBase directory
Map_1.txt
Ene_1.txt
Map_2.txt
Ene_2.txt
Map_3.txt
Ene_3.txt
...


This is how it will look when application is started.

//./Files/MapsBase directory
//All files from this directory to be copied intro following directory
//./Files/Maps directory


And the game operates with files from ./Files/Maps

Files are not in any point help open. I don't stream or anything i just open, read, close.

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