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Reggae Speed XML Parser:

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Reggae Speed XML Parser: Empty Reggae Speed XML Parser:

Post  --Account Deleted-- Sun Oct 24, 2010 2:23 am

Yesterday I decided to take a short break from debugging my code, and I began to research the concept of XML Parsing in Game Engines, and I decided to implement one into the Reggae Speed Engine.

Basically, before this XML Parser, every time we wanted to add a new Cart, a new Track or a new Player, it would have to be hard-coded by hand, straight into the game. This meant that adding content was a fairly long process, and it means that only the programmers can add content to the game. So, if one of the artists or designers wanted to add a cool Cart to the game, they would have to ask one of the programmers to do it for them, and this would waste quite a bit of time. So, instead, I have formulated an XML Parser which is now completely compatible and synchonized with the Reggae Speed Engine, and you can add content quickly and easily, without requiring any real programming skill. For instance, here is the XML Required to add a new Cart into the Game:
Code:

<cart>
<cart name="Hot Dog Cart">
<cart top_speed="60">
<cart weight="40">
<cart price="$150">
</cart>
Or, alternatively, here is the code required to create add a new Racetrack:
Code:

<track>
<track name="Beach Track 2">
<track racetype="Drag">
<track difficulty="Easy">
<track price="$0">
<track previous="Beach Track 1">
<track next="Beach Track 3">
</track>

It's still a prototype, but if you guys want to use it, just create an XML File, send it to me, I'll quickly run it through the engine and your content will be incorporated within a few seconds!


Last edited by Jonathan on Sun Oct 24, 2010 10:03 am; edited 1 time in total

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EX Reggae Speed Programmer
EX Reggae Speed Programmer

Posts : 58
Join date : 2010-08-10

https://biomass-forums.darkbb.com

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Reggae Speed XML Parser: Empty Re: Reggae Speed XML Parser:

Post  --Account Deleted-- Sun Oct 24, 2010 10:00 am

Here's just a little tutorial on how to use the Reggae Speed XML system:

When creating a cart, you begin the XML with the <cart> tag, and end it with the </cart> tag. In between, there are many properties which you can change in order to customize the cart you are editting:

<cart name="Cart Name Goes Here">
This is where you specify the name of the cart.

<cart weight="100">
This would set the cart's weight to 100kg. You can set this to whatever you want.

<cart strength="50%">
This specifies the strength of the cart (how much damage it can take), as a percentage.

<cart top_speed="40">
This would set the cart's top speed to 40 kph.

<cart engine="push"> or...
<cart engine="fuel">
You can specify whether the cart has a fuel powered engine, or if it's a pushcart.

<cart fuel_capacity="60%">
This specifies how much fuel the cart can carry, as a percentage. Obviously, this is only needed in a fuel-powered cart, not in a pushcart.

<cart maneuverability="70%">
This specifies how maneuverable the cart is, as a percentage.

<cart object_name="GameObject1">
This specifies the name of the GameObject (in Unity) which the cart is represented by.

<cart price="$350">
This specifies how much that cart costs, in dollars.

So, here's a quick example of how a cart might be added to the game:
Code:

<cart>
<cart name="Dust Cart">
<cart weight="80">
<cart strength="30%">
<cart top_speed="20">
<cart engine="fuel">
<cart fuel_capacity="50%">
<cart maneuverability="5%">
<cart object_name="DustCartModelObject">
<cart price="$75">
</cart>

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EX Reggae Speed Programmer
EX Reggae Speed Programmer

Posts : 58
Join date : 2010-08-10

https://biomass-forums.darkbb.com

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