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	<title>Comments on: Assets as Text Files!</title>
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	<link>http://www.paradicesoftware.com/blog/index.php/2009/12/assets-as-text-files/</link>
	<description>Developing a role-playing game since 1981</description>
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		<title>By: Matthew</title>
		<link>http://www.paradicesoftware.com/blog/index.php/2009/12/assets-as-text-files/#comment-193</link>
		<dc:creator>Matthew</dc:creator>
		<pubDate>Wed, 16 Dec 2009 00:46:27 +0000</pubDate>
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		<description>Cool can&#039;t wait to see a tech demo (how about one for Christmas!)</description>
		<content:encoded><![CDATA[<p>Cool can&#8217;t wait to see a tech demo (how about one for Christmas!)</p>
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		<title>By: Lawrence</title>
		<link>http://www.paradicesoftware.com/blog/index.php/2009/12/assets-as-text-files/#comment-192</link>
		<dc:creator>Lawrence</dc:creator>
		<pubDate>Tue, 15 Dec 2009 07:00:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradicesoftware.com/blog/?p=191#comment-192</guid>
		<description>Yeah, I did consider XML. But XML has quite a large overhead when you&#039;re creating it, and relatively strict syntax requirements... if I was going to use an in-game editor to create the &#039;source&#039; assets then that would have probably been the way to go. As I am just whipping them up manually I can get away with less work. Also lots of the sources refer to ID&#039;s defined in other sources (and in one of the game source files itself to refer to &quot;built in&quot; elements) which meant I needed a non-XML parsing component anyway.</description>
		<content:encoded><![CDATA[<p>Yeah, I did consider XML. But XML has quite a large overhead when you&#8217;re creating it, and relatively strict syntax requirements&#8230; if I was going to use an in-game editor to create the &#8217;source&#8217; assets then that would have probably been the way to go. As I am just whipping them up manually I can get away with less work. Also lots of the sources refer to ID&#8217;s defined in other sources (and in one of the game source files itself to refer to &#8220;built in&#8221; elements) which meant I needed a non-XML parsing component anyway.</p>
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		<title>By: Matthew</title>
		<link>http://www.paradicesoftware.com/blog/index.php/2009/12/assets-as-text-files/#comment-191</link>
		<dc:creator>Matthew</dc:creator>
		<pubDate>Sun, 13 Dec 2009 23:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradicesoftware.com/blog/?p=191#comment-191</guid>
		<description>Hi Lawry, the game is looking like its shaping up nicely.
Have you considered XML for your format?  It can be edited in a plain text format, is flexible, and most importantly its hierarchical.  Also all the parsing code is done for you :)</description>
		<content:encoded><![CDATA[<p>Hi Lawry, the game is looking like its shaping up nicely.<br />
Have you considered XML for your format?  It can be edited in a plain text format, is flexible, and most importantly its hierarchical.  Also all the parsing code is done for you <img src='http://www.paradicesoftware.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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