Re: Is luasec a thing?
Posted: Sun Feb 12, 2023 6:26 am
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considering saving/loading data is one of "must-have" stuff that you might be doing in your game (save system, language packs, configuration files that you might want expose to users, or maybe even networking?) having out-of-box solution would be definaly handy, no need for additional librariesBigfoot71 wrote: ↑Sat Feb 11, 2023 9:49 pm For JSON there is already a pure Lua library that works very well: https://github.com/rxi/json.lua
Personally I don't really see why it should be implemented in Love2D, unless something escapes me.
Personally, I had never thought of using JSON for local saves, especially since it would make it easier to edit backups and therefore cheat, unless there was some way to obfuscate that (apart from compression and encoding because why use JSON then)? What are the advantages for you of doing like this rather than using a table serialization technique like Ivan says?GVovkiv wrote: ↑Sun Feb 12, 2023 12:58 pmconsidering saving/loading data is one of "must-have" stuff that you might be doing in your game (save system, language packs, configuration files that you might want expose to users, or maybe even networking?) having out-of-box solution would be definaly handy, no need for additional librariesBigfoot71 wrote: ↑Sat Feb 11, 2023 9:49 pm For JSON there is already a pure Lua library that works very well: https://github.com/rxi/json.lua
Personally I don't really see why it should be implemented in Love2D, unless something escapes me.
Bigfoot71 wrote: ↑Sat Feb 11, 2023 9:49 pm Personally, I had never thought of using JSON for local saves, especially since it would make it easier to edit backups and therefore cheat, unless there was some way to obfuscate that (apart from compression and encoding because why use JSON then)? What are the advantages for you of doing like this rather than using a table serialization technique like Ivan says?
I sincerely ask, you must have a reason and I want to know!
You make single player game where someone with notepad can edit save file. And what?Personally, I had never thought of using JSON for local saves, especially since it would make it easier to edit backups and therefore cheat, unless there was some way to obfuscate that (apart from compression and encoding because why use JSON then)?
I like JSON and i like out of box expirience.What are the advantages for you of doing like this rather than using a table serialization technique like Ivan says?
You're right in a sense, personally I'm working mostly on Android and currently on a multiplayer game so I have the means to make (nearly) impossible the means you cite without the player ruining the game, on the other hand on a single player (or not) PC game is another matter indeed...GVovkiv wrote: ↑Mon Feb 13, 2023 8:05 am You make single player game where someone with notepad can edit save file. And what?
If save file will be somehow obfuscated, i can instead use cheat engine, 100% save file by someone, hack game, etc. What point in doing so?
I like JSON and i like out of box expirience.
I guess you talk here about multiplayer game where you can connect to other players with your characters, right?Bigfoot71 wrote: ↑Mon Feb 13, 2023 10:04 am You're right in a sense, personally I'm working mostly on Android and currently on a multiplayer game so I have the means to make (nearly) impossible the means you cite without the player ruining the game, on the other hand on a single player (or not) PC game is another matter indeed...
Yes, and fact that json will be more then enough for 90% of games to save/load data, which would work nice as part of love with documentation and examples, istead of "so, how to i save data in love?" PostsThe out of the box experience seems to me to be a good reason otherwise, excuse my curiosity