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Thread: Level-loading tutorial?

  1. #11
    Clickteam Clickteam
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    Re: Level-loading tutorial?

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=148570#Post1485 70
    Working as fast as I can on Fusion 3

  2. #12
    Clicker Multimedia Fusion 2Install Creator Pro
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    Re: Level-loading tutorial?

    Thanks for that. =)
    Another fairly simple question: What formats are supported by Load Frame on active objects?

  3. #13
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    Re: Level-loading tutorial?

    Go to application peroperties and edit the image filters to whatever you want. I think that should match up with what you want.
    Working as fast as I can on Fusion 3

  4. #14
    Clicker Multimedia Fusion 2Install Creator Pro
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    Re: Level-loading tutorial?

    Got another question...
    I know how to do it in the level player, but in the level *editor*, what's the best way to use a tileset from a single file (rather than having a seperate file for each tile)?

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    Clicker Multimedia Fusion 2SWF Export Module
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    Re: Level-loading tutorial?

    The first link in that list demonstrates this.

  6. #16
    Clicker Multimedia Fusion 2Install Creator Pro
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    Re: Level-loading tutorial?

    As I said - example files have always been a bitch for me to follow.

    However, I think I have a good (albeit a little bit odd on the coding side, should work just fine on the using side and besides the editor is for internal use only) idea on how to get a working system anyway. =)

    Thanks for your help. =)



    Now... as a thanks to everyone who helped me, and just for a little something to play for everyone who wants something extra to mess with, here's the OLD version of my project. Of course, it's being redone from scratch to have a smoother and less-glitchy engine (not that many of the glitches are anything more than graphical), as well as of course support editable levels. =)
    But here you go:

    http://www.fileden.com/files/2010/2/20/2767553//n00bninjaolddemo.zip

    (EDIT: Just to make sure everyone knows, I had no intention of keeping the Crash Bandicoot sound effects and music for the final release.)

    (ANOTHER EDIT: Any feedback is welcome, as the final result is likely to be similar, just with better levels - it's much easier to bother designing them well with a tile based editor than with quick backdrops.)

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