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Re: big/large projects

PostPosted: Wed Apr 22, 2009 3:40 am
by deadeye
[quote="hero_bash":20odovyq]I'd really like to see an example of that method you are mentioing..[/quote:20odovyq]

I may just do that.

Re: big/large projects

PostPosted: Wed Apr 22, 2009 8:48 am
by Rich
You can simplify that by using Text Manipulator's 'load line by line'.

Re: big/large projects

PostPosted: Wed Apr 22, 2009 10:48 am
by mumu64
[quote="deadeye":1885louv]
Yep. This is exactly what I'm doing with Vert. I make a level in the Layout, then run the game, hit a button, and it exports the level as an INI file. Then I copy the contents of the file and stick it in a text object in the game. The level loading sequence can use the text object to, well, load the level.

Once you get the level building/loading sequence done it's pretty easy to build levels. It takes a lot more prep work than just making a bunch of layouts for individual levels, but for a larger project it'll save you a lot of hassle in the long run.[/quote:1885louv]
And the long way around is to make a level manually (addings sprites), on another layout, so that every layout holds 1 level?

Re: big/large projects

PostPosted: Wed Apr 22, 2009 12:28 pm
by alspal
[quote="deadeye":1jjextvi]..but for a larger project it'll save you a lot of hassle in the long run.[/quote:1jjextvi]

Why would it save time? I guess it just depends on the type of game you're making.

Re: big/large projects

PostPosted: Wed Apr 22, 2009 4:12 pm
by deadeye
I didn't say time, I said hassle. Do you really want to have to deal 100+ layouts in your game?

I don't know, I can see that it's saving me a hassle. I guess it might be different for other people. But it was maybe three days of work or so to create the level editor and now I don't have to worry about it, so... yeah. Make one or don't, I guess.

Re: big/large projects

PostPosted: Wed Apr 22, 2009 5:21 pm
by Drasa
They said that 2.0's file format would be xml-based... I wonder if it also means that layouts could be natively exported into separate files and imported in edit-time or even runtime... It would help greatly with this sorts of things, and of course, with collaboration.

Re: big/large projects

PostPosted: Wed Apr 22, 2009 8:47 pm
by mumu64
[quote="deadeye":337rv7ey](...) the level editor (...) Make one or don't, I guess.[/quote:337rv7ey]

Where could I find documentation about it? Couldn't find it on the Construct Wiki...

Re: big/large projects

PostPosted: Thu Apr 23, 2009 1:46 am
by deadeye
Uh... are you talking about the one I made for my game? Because there is no documentation... it's all in my head :P

Anyway, if Aeal doesn't beat me to it I might make up a map-file-loading tutorial some time soon.

Re: big/large projects

PostPosted: Thu Apr 23, 2009 9:55 am
by mumu64
[quote="deadeye":2tkf0id9]Uh... are you talking about the one I made for my game? Because there is no documentation... it's all in my head :P

Anyway, if Aeal doesn't beat me to it I might make up a map-file-loading tutorial some time soon.[/quote:2tkf0id9]

A "level editor' in general.
I'll wait for a tutorial to arrive sometime. Thanks.

I'm also interested to receive an answer to my question in my first post:
"I think the limit of the size of a game is set by the computer's hardware the game is supposed to work on, or the Construct user.
Correct?"

Re: big/large projects

PostPosted: Thu Apr 23, 2009 10:09 am
by thomasmahler
[quote="deadeye":psu5o1i8]I didn't say time, I said hassle. Do you really want to have to deal 100+ layouts in your game?[/quote:psu5o1i8]

I think for a lot of big games, that'll be the obvious choice. I mean, you could create an event that'd load in an ini file that in turn would load in all the graphics, but does that really matter?

I'm currently only prototyping, but already have like 15 layouts done - I'm pretty sure I'll have to deal with 100 layouts sooner or later. Especially since each layout is coupled with its own timelines and events.