Detective_Smith, on 15 February 2015 - 05:54 PM, said:
Each number represents a tile. So the number "50" is actually the ID for grass. However, if there is a ":", that means that there is a block on top of the tile. For example, 56:4 would mean that the asset id of 4 is on top of the asset id of 56. I'm not sure how I could get the saves to be any smaller. Other small things, such as the player data, is just saved as a serialized table, taking less than a kilobyte. However, even the smallest worlds (64x64) take up huge amounts of space. The one I just finished generating is around 7/10 the game's size itself (Which is around 112kb atm) and the largest worls (128x128) are nearly three times as large as the game itself. You mentioned something about a binary format. It would be interesting to know if this could help be a solution to making small saves. I'm just not exactly sure how it would work doing so.
Detective_Smith, on 15 February 2015 - 05:54 PM, said: