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krikit.com
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Just tell the wasp you’re Catholic. 🥁
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youtu.be/BsrqKE1iqqo?...
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If you Type them as Godot collections you should get what I think you’re looking for.
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🎼Look at this mouse-o-graph… 🎶
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Make game!
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Valkyria Chronicles did something similar as well. I like it.
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It’d be hilarious if this is how it was figured out.
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Sham wow always felt like the most sarcastic cleaning cloth.
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Looks like the start of a garden simulator to me.
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I just have an int before the array that indicates its size. Use that as the counter for the loop in the deseralization. I keep thinking this approach shouldn’t work but it’s really straight forward. But each game/dev is different so take it with a grain of salt.
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But as far as writing the bytes it’s really just one line for each element unless it’s an array then you need a loop. Then you do the reverse for deserialization.
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If you rename the class or move it in your project structure and it’s saved to a user path once you attempt to load that resource it’s borked. The issue is that resource in the user path has a reference to the Godot project structures resource class. Sorry I thought that’s what this was about.
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I don’t unfortunately. If I’m pointing the user path I just can’t trust resources for that reason. I resigned to using Config files. Then later just found it easier to write what I needed as straight bytes, so long as you unpack it all in the same order it works fine.
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Noice.