room gmx file format
#1
Posted 13 October 2011 - 09:23 PM
Looking at a simple room file, this certainly seems doable. Each tile and object instance has a 'name' attribute, though, which looks like a reference to an internal instance id ("inst_DF5BB643", for example). Obviously there is no way to generate these ids from outside GM... is this a problem? Why do these need to be stored, anyway? Aren't instance ids generated when the game is run or compiled?
#2
Posted 13 October 2011 - 09:57 PM
#3
Posted 13 October 2011 - 10:05 PM
Edited by pucone, 13 October 2011 - 10:05 PM.
#4
Posted 13 October 2011 - 10:39 PM
Test it out I'd say (though obviously only test in a new game specifically for testing). Somethings I discovered:Thanks, that makes sense. What I'm worried about is what happens if I pass GM blank or duplicate instance names, though. Do we need to keep track of all instance names in the entire project in order to prevent conflicts, or does this system fail gracefully - or not matter at all if you're not using creation code for a given instance?
When manually editing always reopen the resource in gamemaker
<instance index="0" objName="objRegex" x="224" y="160" name="inst_B137BFB8" locked="0" code=""/>index & objName stands for the object.. However changing "index" doesn't seem to do anything (GM will change it back to the correct index on saving). Changing the name does work. Changing the name to an unexistent object will "remove" it, and the entry in the xml file has as name <undefined> (<undefined>)
x,y is the position in the room
name the instance "id".
locked is wether the object is locked. (Locked instances can't be deleted)
code is the creation code.
If you add an instance of object "A" to the room, and then delete object "A", the instance objName will change to "<undefined>" - however it won't be deleted from the xml file.
Making instances have the same "name" doesn't seem to crash anything.
Hmm someday someone should start on small documentation of those xml files
#5
Posted 14 October 2011 - 03:27 PM
Already on it. I've documented quite a few of the files (rooms, backgrounds and a few others) and I'm going do the larger ones soon. I'm just trying to figure out the best way to format my data.Hmm someday someone should start on small documentation of those xml files
#6
Posted 14 October 2011 - 07:26 PM
Already on it. I've documented quite a few of the files (rooms, backgrounds and a few others) and I'm going do the larger ones soon. I'm just trying to figure out the best way to format my data.
That's great news. The LateralGM guys must be having a field day with this stuff!
#7
Posted 15 October 2011 - 03:19 AM
#8
Posted 15 October 2011 - 07:12 AM
This...I'm surprised there isn't any native support for XML parsing though
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