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> Question For TGF users -- 2 INIs for 1 game?
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M. C. Productions
Posted: May 12 2008, 01:10 AM
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Okay, here's the scenario - getting main character sprite materials together for two projects that I'm about to put into production (about done with one for the 1st set). But to the point:

I was checking out The Daily Click website and also viewed this person's INI how-to on the main MFGG site (which I'm about to consider, because I know folks will kill me if I use the password system on ALL my projects!). Here's the big question -- is it possible to have TWO save states (INIs) for one game.

My plan is this:
* 1 game is going to use one INI to save game progress itself (mainly lives, and keys)
* The other game is going to use one INI to save the game options, and the other to save game records (and maybe unlockables, depending on progress)

Once again, I'm about to consider the INI method from here on out; any help would be appreciated on this front. Thanks, all.
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Miaxis
Posted: May 12 2008, 04:57 AM
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hagan bromas
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You mean if itīs possible that two applications communicate with eachother?Iīm pretty sure that I found a tutorial about that on the clickteam website.


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M. C. Productions
Posted: May 12 2008, 08:44 AM
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Mario series' gals = #1!
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No, I mean 2 INI files themselves for 1 game. tongue.gif Not 2 .gam files (although I hear it's possible, I wouldn't recommend it at all).
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Sin Flametale
Posted: May 12 2008, 08:46 AM
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QUOTE (M. C. Productions @ May 12 2008, 01:44 PM)
No, I mean 2 INI files themselves for 1 game. tongue.gif Not 2 .gam files (although I hear it's possible, I wouldn't recommend it at all).

Yep, of course it's possible, an INI is a file, after all, so infinite INI's would be possible, i guess.


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Miaxis
Posted: May 12 2008, 09:33 AM
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hagan bromas
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if flametaleīs right,you can have as many INIs as you want,only thing is that you canīt open both at the same time,thatīs the only thing.Altrough I donīt know why you want it to be seperate,you could just make a group called [Save] and put the ingame stuff in there,and make a second group called [Options] and so on.

This post has been edited by Latia on May 12 2008, 09:59 AM


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Posted: May 12 2008, 09:58 AM
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Yes, it is possible, just name the two ini files differently.


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Xgoff
Posted: May 12 2008, 11:31 AM
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QUOTE (Latia @ May 12 2008, 08:33 AM)
if flametaleīs right,you can have as many INIs as you want,only thing is that you canīt open both at the same time

if you have X amount of INI objects in a frame, you can open X amount of INI files at once... but there's usually no point in doing it


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Nystre
Posted: May 12 2008, 11:40 AM
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QUOTE (Xgoff @ May 12 2008, 11:31 AM)
if you have X amount of INI objects in a frame, you can open X amount of INI files at once... but there's usually no point in doing it

That's true- in fact, it's possible to do all your game variables in a single INI

Although, that could be a tad bit unorganized depending on how complicated the game in question is


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Xgoff
Posted: May 12 2008, 11:44 AM
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QUOTE (Ravan @ May 12 2008, 10:40 AM)
That's true- in fact, it's possible to do all your game variables in a single INI

Although, that could be a tad bit unorganized depending on how complicated the game in question is

well "all" kind of depends on how many you're talking about

i believe windows' INI library (which i'll safely assume the INI object uses) limits INI files to 64kb (which is still pretty huge for one but)


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Posted: May 12 2008, 11:48 AM
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QUOTE (Xgoff @ May 12 2008, 11:44 AM)
well "all" kind of depends on how many you're talking about

i believe windows' INI library (which i'll safely assume the INI object uses) limits INI files to 64kb (which is still pretty huge for one but)

I doubt that you'd really have that many ****ing variables unless it were like, an RPG or something and all the dialogue was stored in a single INI


I actually don't do that though because it gets complicated to organize your dialogue into, not only areas, but individual NPCs

Instead I'd just use the groups for each NPC and a seperate INI for each area, which is more for organization than filesize restrictions.


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Posted: May 12 2008, 11:49 AM
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QUOTE (Xgoff @ May 12 2008, 05:31 PM)
if you have X amount of INI objects in a frame, you can open X amount of INI files at once... but there's usually no point in doing it

yeah thatīs right,but I agree having more than one INI is pretty useless altrhough itīd be much more complicated.


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M. C. Productions
Posted: May 13 2008, 12:22 PM
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Mario series' gals = #1!
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I do know this for a fact -- layout wise for INI -- it's best to create a blueprint to help say which INI portion goes with which. Not to mention that when loading the INIs, it has to target specified counter objects in the game, correct?
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