People, I have something to share/ask your opinion.
Well, the maps, as you can see in the code I poste above, are stored in the game project source-code(by the way, the *.dat files generated by my IDE are written in the same language, but encrypted, wich allows store maps, and informations about sprites, sounds... in the data file
), and obviously, the project source-code is written in text mode, not binary mode. Because of that, a map with 256x256 tiles has 256 KB of size!... do you think it is too much?Other think:
Since *.dat files are text mode(and encrypted), I will not be able to store images(bitmaps, png...), sounds, and fonts in the *.dat file.
At first those *.dat files gonna be like standards *.res files( See the post I created about this
), but now there will have to be *.dat
files and *.res
. - *.dat -
Contains script codes: Information about maps, sprites, sounds, images. - *.res -
Contains images, texts files, sounds, fonts.
- See that *.dat contains only information about sprites, don't contains the bitmaps of the sprites. So, the information about the sprite in the *.dat will point to the *.res file, where the bitmap is stored.
This is the solution I found for the problem... create two kinds of storage files(*.dat and*.res).You people must be tired of my long posts...
"Life finds a way." - Ian MalcolmMy WebBlog: PixelDeveloper
English is not my native language, so excuse me for any writing mistakes.