How many globals can I use? And how are they stored?
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How many globals can I use? And how are they stored?
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Originally posted by jeroen goulooze:
How many globals can I use? And how are they stored?
I don't think any limit is set. I've got hundreds in my plugin to keep track of unique items. As far as how they are stored, someone with tech knowledge will have to answer that. I don't know how it works, just that it does until I screw up. ~RD
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My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
Find those areas you missed the first time around. You'll want to explore those hidden areas now made accessible with Spells Expander.
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How many globals can I use? And how are they stored?
Do you mean how do you make them???
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Quote
Originally posted by jeroen goulooze:
How many globals can I use? And how are they stored?
I have several hundred in a small plug-in and haven't encountered any problems. Since globals are simply an integer, quantity shouldn't matter a bit as their "size" is fairly small in the scheme of things.
They are stored as long integers I believe.
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Thanx!
Since my imagination goes towards a hundred or more maps, I should probably need hundreds of globals to keep track of things - or maybe even a thousand or more.
Would be nice though to have a more sophisticated globals list than the window we got now in the game options. Let's say, globals grouped by function they fulfill.
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Quote
Originally posted by jeroen goulooze:
Would be nice though to have a more sophisticated globals list than the window we got now in the game options. Let's say, globals grouped by function they fulfill.
At this point I'd settle for an alphabetical listing as is done with everything else(events, maps, npcs, etc).
But yes, an improved sorting global list has been on the wish list for a while now. I'd love to be able to utilize a folder structure with globals; that would be real handy.
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its all about planning, every time you create a a new global you should list it externally from the engine itself.
i've fallen into the practice of creating a folder full of text files;
each text file is the name of a variable and each text file contains a brief description of the variables purpose.
then these are organized by folders labelled with 000_Player, 001_Health, 002_Time, 003_HouseKeeping etc.
"well that's certainly a lot of folders to run through, how do you expect to quickly naigate through them all!!!"
simply in just about every web browser you can view folder contents, i just drop the folder onto an open browser window and i can quickly zip around.
The greatest impact of this is that it makes it easier for you to hand over your source code to another team member, or distribute it to the masses...or for you to resume months down the line.
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... That staples it.
I use index cards for nearly everything. Not just globals, but to keep track of tasks and storylines and characters, etc. That way, it's physical and not just on the computer.
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-- Debra
Danillitphil Productions
I 'm trying to find some people who have an interest in creating a program that is a cross-over between a database and a drawing/flowchart program: you can create objects on a drawing field and they become entries in a database. You can then give a description, link to them in several ways, put them on a timeline etc. It is supposed to be better then StorySpace, because StorySpace uses tree structures only, and while creating a gameworld you need a map making tool.
Working with a FMPro database right now that does part of that. With some applescripts one can edit the images in an external program. Well, it is crappy, but it demonstrates the principle.
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