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Xio



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1st February, 2008 at 11:12:28 -

the big problem i found in my game is that my levels are long...i mean long and very hard..

so anyone know how make save points or checkpoints?

to see my game search my youtube name---- kenduru

Image Edited by the Author.

 
Squigy my blob

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NeoMonkey

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1st February, 2008 at 15:46:37 -

Well if you have one big solid map, then you put an object and when player touches it player objects value A becomes like 1. When player dies and value A=1, then set the player coordinates (0,0), from checkpoint.

And if ya make save system use ini or array object, but i succest array.

 
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Xio



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1st February, 2008 at 17:32:56 -


Originally Posted by Mauri Mahtava
Well if you have one big solid map, then you put an object and when player touches it player objects value A becomes like 1. When player dies and value A=1, then set the player coordinates (0,0), from checkpoint.

And if ya make save system use ini or array object, but i succest array.





umm...im using mmf...so when he dies select position to the object???

 
Squigy my blob

maker of music
8-bit music though

AndyUK

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1st February, 2008 at 21:02:07 -

Make an object, make it whatever you want so long as it's an active object. And place it in the middle of the level or wherever you want it.

Now normally all active object's flags are all off by default.

so when the player touches the object it turns a flag on. lets say flag 0 for now.

so when the player dies and flag is off set the player's position to start of level,
when the player dies and the flag is on set the player's position next to the object you just made.

you will have a problem if your player dying involves restart the frame, since flags aren't remembered if you change frames or jump to the same frame.

so instead you can use a a global value,and use 0 and 1 instead of off and on.


 
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Xio



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2nd February, 2008 at 11:05:20 -


Originally Posted by I am AndyUK (honest)
Make an object, make it whatever you want so long as it's an active object. And place it in the middle of the level or wherever you want it.

Now normally all active object's flags are all off by default.

so when the player touches the object it turns a flag on. lets say flag 0 for now.

so when the player dies and flag is off set the player's position to start of level,
when the player dies and the flag is on set the player's position next to the object you just made.

you will have a problem if your player dying involves restart the frame, since flags aren't remembered if you change frames or jump to the

same frame.

so instead you can use a a global value,and use 0 and 1 instead of off and on.




when i try to set a global vaule to 0 and 1 it says cannot understand your expresion please correct it or press cancel and the flags one i didnt know how to set it up

 
Squigy my blob

maker of music
8-bit music though

NeoMonkey

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2nd February, 2008 at 12:47:00 -

Do like this:

Collision Between [Player] and [Checkpoint]
- Set Global value A to 1

Number of [Player]=0
-Set [Player position] (0,0) from [Checkpoint]

 
I have proven new mathematic formula to be true...

2D > 3D

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Mr. Waffle



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2nd February, 2008 at 12:55:56 -

If you want checkpoints within one level, you could create an invisible object that the player spawns at when dead.
Then when the player touches a checkpoint-object, you just set the invisible objects position to the checkpoints position.

And ofcourse you have to place the invisible object at the player, at the start of the level.

Image Edited by the Author.

 
n/a

Xio



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2nd February, 2008 at 13:28:59 -


Originally Posted by Mauri Mahtava
Do like this:

Collision Between [Player] and [Checkpoint]
- Set Global value A to 1

Number of [Player]=0
-Set [Player position] (0,0) from [Checkpoint]




nothing happens
man...this is very complicated ;/ but i need to know

 
Squigy my blob

maker of music
8-bit music though

Mr. Waffle



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2nd February, 2008 at 13:46:11 -

Eh, just made an example. Made it as easy as I could
http://www.mediafire.com/?0m00y7rtmem

You should be able to open it in MMF, no extensions or anythin'

 
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AndyUK

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2nd February, 2008 at 13:47:07 -

http://rapidshare.com/files/88659760/example.zip.html

try this example file

 
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Mr. Waffle



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2nd February, 2008 at 13:51:58 -

Haha, both posted at the same time.

And yeah, didn't comment the example, sorry; but you should get it if you just look around in the coding a bit.


If you also want to know how to save which level the player is on, just ask.
It's all really easy.

 
n/a

Xio



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2nd February, 2008 at 15:02:30 -


Originally Posted by I am AndyUK (honest)
http://rapidshare.com/files/88659760/example.zip.html

try this example file





IT WORKED BUT....when i kill a monster and then i go to the save point the monster is still dead i dont want that :/

 
Squigy my blob

maker of music
8-bit music though

Cecilectomy

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2nd February, 2008 at 16:10:57 -

just make it so when it sets you back at the save point, make all the enemies (or whatever ones you want) to be created on the screen in their proper places.

 
n/a

Xio



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2nd February, 2008 at 16:39:10 -


Originally Posted by cec┐l
just make it so when it sets you back at the save point, make all the enemies (or whatever ones you want) to be created on the screen in their proper places.






nothing...it didnt work and when i got back to save point i can't shoot

 
Squigy my blob

maker of music
8-bit music though

AndyUK

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3rd February, 2008 at 07:17:07 -

Well you need to restart the level for the enemies to reappear. However i'm fairly sure the flag resets if you go to the same level. (use 'jump to frame')

so yoo need to use a global value like i mentioned previously.

 
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