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[Idea] Enhancing the SaveManager, and sharing data between scenes. #38
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@benmoran56 It's actually what I had in mind for a long time. I like it, because it's a good way to keep the savemode and game options separate from the engine. I really like your way of thinking, and keeping the project organized like you are doing is an excellent idea that I really appreciate. |
That's great. I'm glad that we have similar ideas, and I've been enjoying working on this. |
@benmoran56 Thank you, I promise to include your name in the wiki, and throughout the project. Having fun is the important goal, getting better, and sharing your knowledge. Thank you so much, it's nice to meet people who think like you :) |
I've been working on this a bit. I have a pull request, but I'm testing some other changes too. |
Good. Thank you very much. As soon as I have time, I commit my graphic resources. |
Regarding graphics, what do you think about separate .pngs for each block type? Would this be easier to add new block types later? |
Yes, absolutely! it's much simpler and I recommend using the 16x16 pixel standard. |
We will need to enhance the saving/loading features, and also easily share data betwen the different Scenes. I have a plan to do this, but I would like your feedback.
In this design, the MenuScene can check the
self.scene_manager['options']['fullscreen']
value to see if the game should be full screen. An OptionsScene could be used to set all of these things. When you are playing, you bring up the inventory Scene, and make some actions. The GameScene can see this data when you return to the game.If it helps, I will make a pull request with the basic design. You can decide if you like it or not. As always, feel free to reject any pull requests you do not like.
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