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Thread: Multiple Levels, One Frame.

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    XStar's Avatar
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    Multiple Levels, One Frame.

    I have a gameplay, that has essentially the same base, so to conserve space I want to make multiple levels on one frame. I have an idea for how to do this, but if anyone has any suggestions or better ideas, please let me know because I've never done this before.

    My idea: You battle through the level, when your score reaches X then battle a boss. Beat the boss, then save all the score data and variables and restart the frame, which will load the ini variables.

    So, how does it look?

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    Sounds good in my opinion.

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    Yeah that should work fine

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    Is there any way to test if an ini exists? It supposed to load the ini on start, but I'm worried that could cause a crash if there's nothing to load! Anyone know if this might happen?

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    If you load an INI that doesn't exist, it creates a new empty one.
    If you really need to know if it has existed, just create a value FileExists, set it to 1 on creation, then test if the value is 1. If 1, you're using an existing INI. If 0, it was just created.

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    I did this using groups. Once a group finished, it would move onto the next one etc. Seemed to work anyway.

    Mind, my current game i skipped this as i would have had to restart everything from scratch and i really couldnt be bothered!

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    I HAVE written code for waves spawning. I can send/post a limited version JUST to give an idea. I will have to remove images/etc for copyright reasons but level spawning, essentially I built mine on top of a game that loops waves, it has a string that counts +1 every time u kill the last mob off from the last wave and a new wave will spawn. What I did was a variant on that where I added >, <, = conditions WITHIN that group that related to Global Value L (L being the level counter). I will post a link. It is a tiny bit messy but it allows for mixing it up. If you dont want it to loop forever, u can just put a condition outside the group "Global Value L = #, then Jump to Frame #"

    ACTUALLY I have a seperate question. I want to be able to change backgrounds once I hit a new level, and unfortunately I can't seem to find a way to do that in the Events editor. So levels 1-6 will be 1 background, then I overlay/replace or however with a new one. Help?

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    Technomancer - There are various options for changing the background:

    1. Change the frame's colour (use an array to store the Red, Green, Blue components for each level)
    2. Active Background (pre-load the object with your images, then use action Set Image)
    3. Active Picture on a layer lower than everything else (load at Start Of Frame with name of your Background, eg BG1.bmp, BG2.bmp, etc.)
    4. Load in an Ini or Array that lists where to paste blocks into your background

    Just be careful to cope with higher levels, eg by looping back to start, easily achieved with Mod, eg BGLevel=Level Mod 10 will give values from 0-9 no matter how high Level gets.

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    Quote Originally Posted by AyreGuitar View Post
    Technomancer - There are various options for changing the background:

    1. Change the frame's colour (use an array to store the Red, Green, Blue components for each level)
    2. Active Background (pre-load the object with your images, then use action Set Image)
    3. Active Picture on a layer lower than everything else (load at Start Of Frame with name of your Background, eg BG1.bmp, BG2.bmp, etc.)
    4. Load in an Ini or Array that lists where to paste blocks into your background

    Just be careful to cope with higher levels, eg by looping back to start, easily achieved with Mod, eg BGLevel=Level Mod 10 will give values from 0-9 no matter how high Level gets.
    I need to know how to use Mod too, I know what it means mathematically, but I wanted to get something to spawn every 2-5 levels and I need to know how to do that, do I literally just put "Level Mod(Y)"?

    I had images/videos I was considering changing. So I couldn't just make it switch from avi to still? How about avi over avi? I can try the frame idea, seems sufficient.

    Cheers

    Thanks m8

  10. #10
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    Technomancer - Mod isn't that difficult to understand, A Mod B is just the remainder when you divide A by B, e.g.:
    2 Mod 10=2
    5 Mod 10=5
    10 Mod 10=0
    12 Mod 10=2
    15 Mod 10=5
    20 Mod 10=0
    -2 Mod 10=-2

    BTW Mod is short for Modulo, you can find out more on Wikipedia: http://en.wikipedia.org/wiki/Modulo_operation

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