Pepsi Ranger wrote:
I have quite a few strings that need to be readily accessed, some on simultaneous display, and hundreds of instances where strings are used. I have so many strings because I have so many opportunities to display the wrong information at the wrong time if I keep recycling the same string everywhere.
It's gonna be worse when the player can name his own coffee and smoothie recipes. Those strings will remain frozen (and hopefully the engine will be able to save them).
Mystic wrote:
Can I ask why you need so many strings?
I have quite a few strings that need to be readily accessed, some on simultaneous display, and hundreds of instances where strings are used. I have so many strings because I have so many opportunities to display the wrong information at the wrong time if I keep recycling the same string everywhere.
It's gonna be worse when the player can name his own coffee and smoothie recipes. Those strings will remain frozen (and hopefully the engine will be able to save them).
Hm, I suppose I can understand.
For Silhouette, I have quite a few strings that are displayed, though obviously not as many as a much larger game. However, for some reason I thought the string limit was 10, so my idea of an OHR String was a "working" variable only. So I ended up writing a lot of helpers like get string id(constant goes here) which just puts the text I need into $1. This method allowed me to use various places for strings: some stored in the .hss file itself, but others stores in boxes, slices, attacks... etc.
As for saving strings though, I also do that. I don't know how many globals you need, but you can write string to globals and also read them back. I do this on the load screen for Silhouette to read information about other games (player names, locations) that you can't normally access without loading the saves, since you can read globals from other saves.
You know a lot more about the engine than I do, of course, but once I "black boxed" the stuff I needed to work with strings, things got a lot easier. But maybe also a lot slower? I haven't actually worked on the size of game that you have, so maybe my experience isn't helpful.



