Hrmm I've never gotten any reliability issues with the INI object in TGF.... ever. Never seen any crashing or slowdowns at all. And thats including my random level generator, which outputs 400-500kb of .ini's in a single pass. It takes exactly as long to run the loops blankly and not export/write the dungeon data as it does to save it all to .inis, so in terms of speed and reliability, I think the .ini object works absolutely perfectly. Its more the terms of effeciency where it completely bogs down, as that 500kb of .ini could probably be saved as 50kb of array files.
Unless you start pushing out hundreds of loops and fast loops though, I don't think theres much room to talk in terms of stability for everything. Everything runs stable at at least some level of simplicity.
I just use ini's for settings and other stuff that players can edit. AssAray for me though, it was the only array extension that did everything I needed.
Originally Posted by BrandonC Unless you start pushing out hundreds of loops and fast loops though, I don't think theres much room to talk in terms of stability for everything. Everything runs stable at at least some level of simplicity.
Well, my dungeon generator runs about 12000 write-to-ini events in about 20 seconds of nonstop looping, and its never had any problems.
Sounds very inefficient if you ask me. Especially if you're willing to make your poor innocent kliker audience wait 20 seconds, rather then doing 1 12000 fast loop. Unless of course... fast loop spawns that lag issue we mentioned with INI. In which case, Array still wins.
err thats what I meant; theres no difference in the time taken if I'm just running my fast loops empty or I'm writing to an INI; the time is all from the algorithm I'm using to generate ~40 random dungeons in a single go
you talking about the dungeon generator thing in gridquest?
whats this 20 seconds thing? it has absolutely no problems whatsoever. at least on the time issue. i never had to wait for anything. arrays are more efficient though but id have to say neither are as efficient as they could be in clickteam products.
You didn't have to wait when you clicked "New Game"?
Christ that takes 20 seconds to run on my laptop. You must be running a supercomputer or something! I'm talking about the thing you had to do when you make a new save file. Everything else ran pretty much instantaneously, like saving/loading games. Only thing ingame I noticed that was slow at all was loading music, since I'm currently using the built-in midi player. I might switch it to use the DMC object sometime soon.
well yeah. even using dmc2 theres like a split second delay when reloading and playing music. but no, i never had to wait 20 seconds for a new game. nothing unbearable. i just went and loaded a new game and it took exactly 7 seconds for the load bar to finish. and screens load in like a second.