User Tag List

Results 1 to 6 of 6

Thread: Super Mario 3 style overworld saving: Easy solution?

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
    Pineapple's Avatar
    Join Date
    Oct 2010
    Posts
    431
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Super Mario 3 style overworld saving: Easy solution?

    So, I'm working on having an overworld in my game that is very similar to the overworld in Super Mario 3. There will probably be around 100 "levels" in this overworld when it's done, and I'm looking for a simple solution for saving which stages have been completed.
    The stages are marked on the overworld by an active object, and I set a flag on the object to determine whether the stage has been completed or not.

    The only easy solution I can think of at the moment is to have 100 different actives to mark the stages, then save 100 different entries in the INI file.

    Is there an easier way to achieve this, perhaps just using multiple instances of a single active object?

    -Thanks

  2. #2
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module
    ProdigyX's Avatar
    Join Date
    Jan 2011
    Posts
    1,197
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    You could put all the different active objects into a qualifier. I did a SM3 overworld and thats kinda what I did.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    oruga's Avatar
    Join Date
    Feb 2012
    Posts
    366
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    multiple instances, spread a value into each active to tell'em apart. Use an array or you can use INI too but use numbers like level1, level2, etc so you can use loops when loading and saving.

  4. #4
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module
    ProdigyX's Avatar
    Join Date
    Jan 2011
    Posts
    1,197
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    This only works if level 1 is the first level created level 2 the second... level 53 the 53rd..etc

  5. #5
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleSWF Export Module
    Konidias's Avatar
    Join Date
    Aug 2009
    Posts
    1,546
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Well if the actives are stationary, you could just keep track of the x,y values and use that as the save name... So like if you had a marker at 200,100 then you could save a flag to "200,100"

    Use something like tokenizer or string parser to split them up and read the values.

    This way if your character goes to a marker, it checks the x,y value of the marker and see is it is flagged or not, or any other info you want to include in there.

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    oruga's Avatar
    Join Date
    Feb 2012
    Posts
    366
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Yes, you need to check each box's spread value and place it at the right position. Much less hassle than tracking the X,Y values as Konidas suggests. Organize the map and just place the boxes at the very end, don't need to do much else. You delete all instances of the level box, and place the only one on the first level then clone it and place it on the next level and so on. (I'm not quite sure if every new active cloned will hold a spread value that's higher or lower than the one that the active it was cloned from had. You gotta check this first).

Similar Threads

  1. super mario tutorial?
    By strangely in forum Multimedia Fusion 2 - Technical Support
    Replies: 7
    Last Post: 5th May 2009, 01:02 PM
  2. Phizix - "Super Mario Galaxy"-style gravity
    By Raylax in forum File Archive
    Replies: 10
    Last Post: 7th December 2008, 12:02 AM
  3. Super mario falling
    By Jacob in forum File Archive
    Replies: 4
    Last Post: 9th December 2007, 05:23 AM
  4. Scrolling Ó la Super Mario
    By Dbzes in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 29th June 2007, 01:35 PM
  5. Probs trying to make a "Super Mario" style bounce
    By Renkien in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 30th April 2007, 06:59 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •