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[23:43:09] <Adnn> I've used kryoNet when I first started making a multiplayer game with libGDX half a dozen months ago
[23:43:32] <wulax> Using the the json serialization stuff is probably easier than messing with csv
[23:43:47] <intrigus> Kryo is made by Nate
[23:43:49] <Adnn> I'm looking to continue that game but without peeing code this time :D Although I've always tried to make my code consistent.
[23:44:22] <mobidevelop> I would not mess with csv any day
[23:45:01] <Adnn> mobidevelop, what do you use then ? Json ?
[23:45:01] <TEttinger> I would just use kryo to save whatever game state
[23:45:03] <intrigus> mobi uses nothing ^^
[23:45:05] <TEttinger> since if you use kryonet you depend on it anyway
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[23:46:07] <mobidevelop> I'd use json or kryo for anything small
[23:46:27] <Adnn> By the way, I've used kryoNet with zero knowledge on Java networking (without third-party libraries), okay or bad ?
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[23:47:24] <TEttinger> kryonet is heavily used for games in libgdx
[23:47:47] <TEttinger> I don't know of a better alternative for the usages games have
[23:48:53] <Adnn> Yeah and it's pretty solid imo
[23:49:12] <Adnn> Well okay then, I'll go with flat files. And use kryo.
[23:49:19] <Adnn> thanks for helping
[23:51:53] <TEttinger> no prob. kryo should be able to make a flat file pretty much without any special instruction. One way is to store a saveable state (anything that needs to persist across plays, like high scores and custom-made characters) by having a single object that references the other parts of your code that have those scores and characters. then just serialize the single object
[23:53:54] <Adnn> Yeah, that's pretty neat. Thanks!
[23:54:23] <TEttinger> (just make sure to assign them back to the right places when you load)
[23:55:02] <Adnn> It won't work if I don't make it right anyway
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