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Level loading Questions #13122
07/19/03 01:31
07/19/03 01:31

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Anonymous OP
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I have a few ideas and I want to know if they would be possible. So, I'll jump right in:

1) In my game, I have a series of small levels that I have stringed together. When the player walks down a hallway, for example, he reaches a certain point and gets a short loading screen. However, I would like to know if I can take out this loading screen altogether. Is it possible to put a marker in the level at a point a bit before the loading point that would begin to load the next level in the background? So that when the player reaches the real loading point, he can continue playing right onto the next level without an interruption from a loading screen? This could be very cool, if it is possible.

2) Is it possible to create a marker of some sort so that any enemies in the marked area would be transfered over to the next level when the player gets there?

Re: Level loading Questions #13123
07/19/03 07:29
07/19/03 07:29
Joined: Oct 2002
Posts: 760
Sudbury, Ontario, Canada
Shummy_dup1 Offline
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Shummy_dup1  Offline
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Joined: Oct 2002
Posts: 760
Sudbury, Ontario, Canada
1) Usually the levels are preloaded if you using templates you usally have the wait(45); marker in main() that triggers it. Try making your own and it should load faster depending on how many scripts you have. Templates tend to load faster.

2)I dont think its possible you can use ent_create and make the models appear or place in the next level or use a creature generator.


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Re: Level loading Questions #13124
07/19/03 14:47
07/19/03 14:47

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Hi

At one instant only one level can exist and the codes do not execute further as long as the level is not loaded.So u cannot load another level in the background with the load level instructions/functions.
Another trick could be to make your entire game out of map entities which can be made visible,
invisble using CLIP_RANGE parameter.However beware that map entity does not support a good
lighting and shadows in A5 I think...but in A6
I guess its cooler [Wink]

zazang

Re: Level loading Questions #13125
07/22/03 04:03
07/22/03 04:03
Joined: Jul 2000
Posts: 8,973
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Doug Offline
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Doug  Offline
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1) You can’t load levels into the background but, as long as your levels are not too complex, the loading time is actually very short (less then a second in many cases).

BTW: There is no reason to do a “wait(45)” after a level load. Levels, no matter their size, only take 2 frames to load and run.

2) Transferring creature with you into the next level is a little trickier, but not impossible. You would have to have the creatures in every level and then “simply” update their location and status after each level load.


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Re: Level loading Questions #13126
07/22/03 06:40
07/22/03 06:40

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If you guys are already on the loading questions, I got a question of my own. I have a huge game, big levels, and I don't seem to need any loading screens, the levels pop right up. Is this because I have a really fast comp? Because I don't even know how to create loading screens and maybe for my game I'll have to create a loading screen for other slower computers.

Re: Level loading Questions #13127
07/22/03 09:13
07/22/03 09:13
Joined: Jul 2000
Posts: 8,973
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Doug Offline
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Doug  Offline
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Like I said, loading times are very short. Even on a very slow computer, I don’t think you will have to create a loading screen.


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