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J.C



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25th December, 2015 at 25/12/2015 00:47:27 -

Just out of curiosity. I know this is supposedly a common tactic that some MMF users do when they develop their games?



 
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Airflow

imafirinmahlazr

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VIP MemberSonic SpeedSnow Cloud!Computer
26th December, 2015 at 26/12/2015 07:43:55 -

That's very near exactly my technique. Only it kinda breaks when you do things like having a level editor. It's easier to code a level editor separately, and you may wish to use the editor again somewhere else. Suppose you have a graphic editing tool, I mean, you wouldn't build high octane photoshop utilities into your game. It's kinda like that.

 
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LordHannu



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27th December, 2015 at 27/12/2015 18:15:18 -

I like doing single frames. If the game has same rules on the frame why not.

 
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Dr James 2



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27th December, 2015 at 27/12/2015 19:43:23 -

My current project is all on a single frame. I find it exciting.

 
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AmyS3

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28th December, 2015 at 28/12/2015 04:12:41 -

im a single frame builder as well. i think most of us are.
but i do put menus and sorts into their own frames for a more clean building enviroment.
but the actual game resides in a single frame and usually uses global values/strings when doing level jumps ect.

 
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Jenswa

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28th December, 2015 at 28/12/2015 15:58:02 -

My last project: DTV Boxes was.
Just like AmyS3 I had the menu in another frame.
And the level selector, which then jumps to the level frame to load a level from the levels folder.

But most of my older games where made with multiple levels, mostly platform games in KnP/TGF, for which I could use the build in level editor.


 
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UrbanMonk

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28th December, 2015 at 28/12/2015 21:17:18 -

Single framer here as well.

That combined with a level editor is the only way to support mod-able games.

 
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Airflow

imafirinmahlazr

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29th December, 2015 at 29/12/2015 03:16:44 -

we are all one-framers, proves everyone is clever!

Edited by Airflow

 
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J.C



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30th December, 2015 at 30/12/2015 06:30:11 -

So, is there a limit as to how large a game can be within one single frame before it starts taking a toll on the machine/game's performance?

 
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UrbanMonk

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30th December, 2015 at 30/12/2015 19:07:05 -

The number of objects that can exist in a frame is limited by fusion itself, so there is that.

Off-screen objects that are set to only be active when they're in the frame seem to have no effect on the framerate since their collisions and other things aren't calculated. That's a trick I've used before to squeeze extra performance out of the runtime.

Most of the time though since I build everything in a separate editor, it's just a matter of splitting larger levels into smaller chunks and having the frame load it in when it's needed.

 
http://www.soapcow.com <- Flash games, featuring MMF made games!
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J.C



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30th December, 2015 at 30/12/2015 22:12:08 -


Originally Posted by -UrbanMonk-
The number of objects that can exist in a frame is limited by fusion itself, so there is that.

Off-screen objects that are set to only be active when they're in the frame seem to have no effect on the framerate since their collisions and other things aren't calculated. That's a trick I've used before to squeeze extra performance out of the runtime.

Most of the time though since I build everything in a separate editor, it's just a matter of splitting larger levels into smaller chunks and having the frame load it in when it's needed.



Build everything in a separate layer? What exactly do you mean?

 
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UrbanMonk

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31st December, 2015 at 31/12/2015 17:25:00 -

Build your own editor, then load levels you built inside your main game frame.
It was mentioned a few times earlier in the thread.

 
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http://www.jsoftgames.com <- Old blog I don't keep up anymore

J.C



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1st January, 2016 at 01/01/2016 18:46:36 -

Oh ok.

So the question I have now is, if I were to build a single frame game with at least 10 levels each with randomly generated areas within, how would I go about transitioning between levels in the single frame? (An example file would be greatly appreciated)

Normally what I do is place all my levels in separate frames, while that is simple and effective, it is a bit too linear for my taste, and I want to try something new this time around.





Edited by J.C

 
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Jenswa

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2nd January, 2016 at 02/01/2016 11:37:50 -

@J.C.

No example needed, consider these frames for a platformer:
1 title
2 menu
3 world map
4 level
5 game over
6 end

The names of the frames speak for themselves.

In frame 4, to level that will be loaded for play there is a level ending condition.
Once that condition is met, the game can jump to frame 3, the world map and the player
can select the next level to play, which will be loaded in frame 4.

That's the basic idea behind it.


 
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Dr James 2



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2nd January, 2016 at 02/01/2016 21:57:38 -

I learnt my lesson with Tormishire, part of the reason the first attempt died was because of using lots of frames. Very silly way of doing it but it was before I knew how to make a level editor at the level of complexity I needed for the game. Big Sky was 13 frames, each settings screen had its own frame. But that was sloppily made too.

 
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