MySQL and the mob
Today, after 28 revisions (according to tortoiseSVN), I have finally finished mob saving. I'm releasing it to the public since all I see are libraries that "make it easier," and I wanted to make it one step simpler. If anyone wishes to attempt to decode this (probably terrible) mess of coding, feel free to leave comments. You can find the demo here. I am not giving any screenshots, because, well.. there's not a whole lot to show. Remember, it's a DEMO, it is not plug and play.
I apologize in advance for you brave warriors, for my fail of documentation. Good luck & godspeed (that's what my teacher does when he hands out a test, tee hee).
Posted by DivineTraveller on Saturday, September 26, 2009 04:11PM
- 9 comments
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Keywords:
game_develop,
namelesslands,
mysql

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#9 DivineTraveller:
Because I currently own a wow private server, and I really like the way they have their database set up, so I would like to do something similar.
Plus, it's much easier, if I were to make a real-time editor for ingame purposes, to edit objects or players in real time, as opposed to having to have them load and whatnot.
On top of that, The wow private servers do it really well in the way that they manage the database.
Sunday, September 27, 2009 07:40AM
#8 Metamorphman:
No, I didn't see your demo. Hm. Well, to be honest with you, i like the exporttext() method way better than saving variables one by one. Why reinvent the wheel?
Sunday, September 27, 2009 07:28AM
#7 DivineTraveller:
Or, uh.. have you seen my demo? I save variables directly to the database by using the individual variables, and save/load from that each time, not exporttext().
As of recent, I don't believe in savefiles.
Sunday, September 27, 2009 07:04AM
#6 Metamorphman:
DivineTraveller wrote:
> You don't even need exporttext if you're not going to have unique instances of items. Which rocks.
I don't understand. What do you mean by unique instances of items? How could you possibly save a savefile efficiently except by turning it into text and then storing that text as an entry?
Surely you can't be contemplating uploading the savefile file itself and the downloading it again when you want to load it?
This is getting interesting. =o
Sunday, September 27, 2009 06:59AM
#5 DivineTraveller:
You don't even need exporttext if you're not going to have unique instances of items. Which rocks.
Sunday, September 27, 2009 06:55AM
#4 Metamorphman:
And it doesn't even need to be a pain in the ass! All you need is dantom.db, savefile.ExportText(), and some basic mysql knowledge.
Honestly, I can't see how it's so hard to manage.
Sunday, September 27, 2009 06:50AM
#3 DivineTraveller:
Reasonably enough, I'll have to agree with Meta. It's a royal pain in the ass, initially, but it pays off in the end. Really well. Plus, that means you have a lesser chance of data corruption and you can access your data everywhere, even if someone else is hosting the game.
Sunday, September 27, 2009 06:46AM
#2 Metamorphman:
PerfectGoku wrote:
> Well sounds interesting, good luck with that. I don't think I'll ever wish to concern SQL with DM.
Why? SQL is a great way to have a global save file system for your games.
Sunday, September 27, 2009 02:31AM
#1 PerfectGoku:
Well sounds interesting, good luck with that. I don't think I'll ever wish to concern SQL with DM.
Saturday, September 26, 2009 05:01PM