Author Topic: NLarn - a Larn remake  (Read 49212 times)

AgingMinotaur

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Re: NLarn - a Larn remake
« Reply #30 on: October 15, 2009, 05:07:25 PM »
I write in python, and I sometimes curse myself for not having chosen a lower-level language. For various reasons. The grass is always greener on the other side, I guess.
That being said, I just got around to implementing saving and restoring, which I was really loath to do, thinking it would cause all kinds of problems. But it was done in a few minutes: I scimmed some documentation, added a few lines of code and cleaned up a class property, that was obsolete anyway. Hacking together the interface to save/load turned out to be more work than the actual serialization. So today I feel that the grass is pretty green right here where I'm at.

As always,
Minotauros

Edit: Using Python's pickle module, of course.
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

Etinarg

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Re: NLarn - a Larn remake
« Reply #31 on: October 16, 2009, 07:51:32 AM »
I think another benefit of high level languages is that you usually can access libraries. So you can always code something in C, compile a library from that and use it in your project.

So you can have the greener grass from both sides of the fence :)

jaydg

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Re: NLarn - a Larn remake
« Reply #32 on: October 16, 2009, 05:53:26 PM »
I found a pretty nice library for JSON file handling and have already successfully implemented saving with this. The resulting file was ~800kb large, so I implemented to compress it with zlib, another brilliant library.

As soon I find time I will implement restoring the save file.

JSON is actually a pretty cool and very useful file format. Bindings exists for every language under the sun and it can be edited with any text editor.
« Last Edit: October 18, 2009, 05:52:07 AM by jaydg »

jaydg

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Re: NLarn - a Larn remake
« Reply #33 on: November 02, 2009, 07:24:18 PM »
A little progress report: restoring saved games is finished.

Unfortunately I broke some things which have to repaired - this happens all the time. Next time I will use an object oriented language to hide all the object's attributes.

When I'm finished there will be another release.

Edit: Ok, that was easy. The release is there!
I would really like to hear from you about any bug. I dont like bugs, but I can't find them all alone. So please if you find any annoyance, post it here. I'll be glad to take care of it.
« Last Edit: November 02, 2009, 11:46:13 PM by jaydg »

jaydg

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NLarn on MacOS X
« Reply #34 on: November 14, 2009, 03:54:24 PM »
I'm currently working on cleaning all the bug I know of from the current version and release a fixed version pretty soon.

If anyone is interested in playing NLarn on an Apple - no problem. A friend was able to build NLarn on MacOS X!
See building NLarn on MacOS X to learn how to do so.