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FPSC Classic Models and Media / can you make 1 giant level instead of multiple lvls and use checkpoints?

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sic1ne
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Posted: 11th Aug 2012 02:11
hello i was thinking about making 1 big level instead of multiple levels and then having checkpoints placed thu out the map and when u hit a checkpoint the game will load up the next part of the level? is that possible

The Nerevar
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Posted: 11th Aug 2012 02:20 Edited at: 11th Aug 2012 02:21
well Tax 78 make a jump level system were you can go between smaller levels and go back and forth levels and stuff, you should check it out.

http://forum.thegamecreators.com/?m=forum_view&t=189751&b=23

I'm familiar with this, but I'm still learning!
sic1ne
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Posted: 11th Aug 2012 02:36
im trying anything i can 2 keep a low frame rate do u think this would make a difference seein how its going to load different levels?

sic1ne
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Posted: 11th Aug 2012 02:39
also how big of a level can you make? in the demo video the levels are super small?

The Nerevar
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Posted: 11th Aug 2012 02:40
any size, but it only goes up to 10 different levels together, unless you now a bit of scripting ans .fpe editing.

I'm familiar with this, but I'm still learning!
Wolf
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Posted: 11th Aug 2012 18:18
no

"This thread has been locked for the following reason: Too much EPIC" - Thraxas
The Nerevar
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Posted: 11th Aug 2012 19:32
geez Wolf, why not?

I'm familiar with this, but I'm still learning!
Wolf
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Posted: 11th Aug 2012 20:00
Because:

Quote: "hello i was thinking about making 1 big level instead of multiple levels and then having checkpoints placed thu out the map and when u hit a checkpoint the game will load up the next part of the level? is that possible"


No for 2 reasons: FPSC can not load/unload static geometry (to my knowledge) in a running level and a level that big would hardly work with the memory cap limitations.





-Wolf

"This thread has been locked for the following reason: Too much EPIC" - Thraxas
The Nerevar
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Posted: 11th Aug 2012 21:41
oh

the level jump system should still work though, right?

I'm familiar with this, but I'm still learning!
Wolf
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Posted: 11th Aug 2012 21:44
Quote: "the level jump system should still work though, right?"


I never tried it myself but it certainly looks interesting. However! it would still load single levels

"This thread has been locked for the following reason: Too much EPIC" - Thraxas
The Nerevar
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Posted: 11th Aug 2012 22:00
yes, but linking 10 medium levels into one will make one HUGE game.

I'm familiar with this, but I'm still learning!
BlackFox
FPSC Master
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Posted: 11th Aug 2012 22:21
FPSC loads each level separate. There is no way to have checkpoints and load just that part of the level. The only two ways available is:

Method #1. Have multiple small levels where you can traverse back and forth. We use our own in-build traversing levels for situations like this in our developments. Tax 78 provided a method of doing this for the public in the script section.

Method #2. You could make one huge level and use an "arrow" entity. Used with the "plrmoveto" command, you could (in effect) have the player moved around different parts of that level. However, this method would require you using multiple layers for different sections; this method could also exceed your build cap by the time you got it to what you want.


Twitter: @NFoxMedia
King Fluffs
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Posted: 11th Aug 2012 22:22
I doubt it.

Swift Beta Studios
Tax 78
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Posted: 12th Aug 2012 10:05
@sic1ne hallo

We use the variables that are activated at the point of end piece level, as "part 1", and at the same time recharge the same mega level, so that the variable part 1 active moving the player at any given point of the mega level.

As soon as I have time I do tests.

Surely with a super level the user has to wait a lot during the fillings of the same level, among other jumps. It might become tedious.

Tax

Sorry but I use a translator
maho76
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Posted: 17th Aug 2012 13:17
1st limit: memory cap

2nd limit: portals. when there are too much breakthroughs (doors, windows etc.) in a level, game will lagg and finally crash, especially when they are thrown over many height-levels on the map.

3rd: mapsize. as long as you build your levels smart and stay below 1650mb, the levels load not that slow on a common machine.

Quote: "linking 10 medium levels ... will make one HUGE game.
"


thats what fpsc does in the normal way when you build your final game.

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