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Preparing Level Data Blog
6th January 2018
This morning's been spent adding things into the framework for the purpose of level editing and sharing!! Ooooh!

-=-=-

JNKrunch is now up and running.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAABBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBCCCCCCCCCCDDDEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEe

becomes
zAzAzAzAzAzAWAzBXBJC CDzEzEyEAe
A compression ratio of about 18:1 (I think!)

This is more or less the same compression I've been using since College, and it works really well with level data. . Most of the time!

As well as this, I started to look into folder lists, but apparently they're somewhat broken in c++, with each system doing things in their own way. Because, god forbid you make a language that works properly on all system. Grrr..

Instead, then, I'm trying to decide how I might be able to compress oodles of levels into one giant "levels.dat" file, and then let people share levels through some other manner. .. Say, maybe via the server?
It's certainly going to be a more complicated style than I'm used to doing.
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