Product Chat / V1.13 Released - As Voted For SAVE & LOAD GAME PROGRESS

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LeeBamber
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Posted: 14th Apr 2016 16:21
For more information, check out the latest news: https://www.game-guru.com/news-posts
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MK83
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Posted: 14th Apr 2016 16:50
thanks Lee
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Posted: 14th Apr 2016 16:57
thanks! is there a complete changelog ?
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Belidos
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Posted: 14th Apr 2016 17:14 Edited at: 14th Apr 2016 17:15
Quote: "thanks! is there a complete changelog ?"


1. There is always a full change log supplied with the update in your GameGuru directory.
2. If you had checked out the news link Lee posted above, you wouldn't need to ask :p

(https://www.game-guru.com/news-post/gameguru-v113-released)

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synchromesh
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Posted: 14th Apr 2016 17:17
Here is the full rundown ....

http://steamcommunity.com/games/266310/announcements/detail/894337842354156514
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Posted: 14th Apr 2016 17:29 Edited at: 14th Apr 2016 20:45
@belidos: well i did, but the original link doesn't have the changelog, the one you posted is slightly different. anyways thanks, but no need to be a [ MOD EDIT ]

@synchromesh: thanks!

Please do not use profanity in your posts ....Even abbreviated .... TGC have a strict policy on this

edit: i didn't use profanity, but with your edit it looks as if i would have said something incredibly rude lol ..whatever...
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Honkeyboy
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Posted: 14th Apr 2016 19:16 Edited at: 14th Apr 2016 20:17
Hi guys don't know if you want this here or in bugs so please move it if its in the wrong bit thx, just tested the standalone in this new build and here's what I've found save/load = sweet , level fadeout = very nice, the low fps message = still there (thought this was removed) the lives reports a silly figure e.g 69 when returning to the previous area? The only other thing that's quite paramount I've found is the huds again e.g if I go to a planet where the huds are used its fine when I go back to the starter level = the dropship with no huds as no weapons are needed when I return to the other level with huds they are not there :/ (I am using moshrooms scripts on this that use a return and a memory zone, could this be the problem does the new system autosave? if so I suppose I could be that and I can remove them and retest if there is a new autosave in place. advice? thx
Sanguis
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Posted: 15th Apr 2016 00:55
For me the save/load is very great. No it makes sence to build really complex Games.

But...what is it in the screenshot I attached? This did not happen before the update. It was a normal zombie. (ok, "normal zombie" is a strange phrase ^^)
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Pirate Myke
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Posted: 15th Apr 2016 01:02
@All:

A changelog.txt file exists in the Game Guru root folder and reflects the changes with every update released.
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Belidos
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Posted: 15th Apr 2016 10:42 Edited at: 15th Apr 2016 10:45
Quote: "@belidos: well i did, but the original link doesn't have the changelog, the one you posted is slightly different. anyways thanks, but no need to be a [ MOD EDIT ] "


Sorry, wasn't being a [whatever you said], I was just passing on info, I despair at how text on a forum doesn't convey true emotion and meaning.

The link I gave is the full article, the link he gave is the list of articles, you have to click on the full article in the list to read it all.
(maybe The Next could take a look at that and make it more obvious somehow)

Quote: "For me the save/load is very great. No it makes sence to build really complex Games."


I agree, it's the same for me, I keep wanting to make a game, but without a proper save feature I kept wondering if it was worth making something of a decent length if there wasn't a save.

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LeeBamber
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Posted: 15th Apr 2016 14:05
Can you send me a sample FPM using stock media showing the Zombie issue, I need to reproduce, then I can fix it if its a buggy bug.
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Sanguis
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Posted: 15th Apr 2016 15:06
Hm...it's a strange thing. I can't reproduce it in GG test mode. It only happens at a savegame from a standalone game. When I start the standalone game fresh, it's no problem. When I save it and load the saveslot, it's happening.

I'm not be able to find out wich zombie this is. I will upload the Standalone game and send you the link.
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Posted: 15th Apr 2016 21:25
im going also to test this new version.

I have some question about the evolution of Game-Guru for LeeBamber.

FIRST the next work you are going to achive is a better interface/options/functions of the engine itself for a better use when users have to use your engine and then create easily the game contents, thats what im interrested in, becaue to me actually the interface and optiosn are too poor, impossible to use and not very friendly user.

in that case can you tell us what options functions and others stuffs you are going to put in place?

i was testing the version 1.13 i created a scene with just 260 gravestones, i added grass and when i tried to launch the game BAM game-guru crashed so when you are telling us whe ca have 20.000 entities, if game guru crash with 260 entities....we are really far of 20.000.

and also, im going to change my steam review when the next update (better functions) are going to be added.

Jerry Tremble
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Posted: 15th Apr 2016 22:36
I missed the 20000 entity post as well as the interface work on the next update, i thought it was going to be the building maker or whatever it will be called. Personally, i find the interface quite intuitive, although would like more features. Eye candy is up to the programmer, but certainly not necessary, as GG is a utility after all. Now I'm really looking forward to the next update!
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Posted: 15th Apr 2016 22:47 Edited at: 15th Apr 2016 22:48
Thanks Lee and team, keep up the good job

I'm going to test it this weekend.
I had seem a lot of interesting features.
"GetEntityFilePath(e)" working as expected!

About "FloatingPlatform" I'm getting something odd when not a simple box as platform, like in vid below



Thanks for watch the vid.

I think to try more on depth on weekend anyway.

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Jerry Tremble
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Posted: 16th Apr 2016 02:00 Edited at: 16th Apr 2016 04:18
I just tried a pallet and it worked fine. Perhaps a palette qualifies as a simple platform? I'm curious as to what works and what doesn't. I will try a few things this weekend as well. This has a lot of potential. I hope this is just the start!



EDIT: Actually, the platform worked fine, but the uzi quit firing after a few clips (I gave myself 1000 rounds) and wouldn't fire again without a complete restart of GG. I was able to repeat this only with the platform in the scene. First time it stopped with 925 rounds left, second time 921. Weird. I tried the shotgun, no problems.
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Posted: 16th Apr 2016 03:11
I just seem to be falling through anything I try and use as a platform, I make brief contact then collision seem to turn off, over water I fall straight through it, the platform moves but has no collisions and over land the platform moves but I don't, I kind of gave up thinking I was just doing something wrong but now you guys mention issues then maybe its all related
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Jerry Tremble
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Posted: 16th Apr 2016 03:35
PTC: Did you set IsImmobile to yes in the platform properties?
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3com
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Posted: 16th Apr 2016 04:13
Quote: "but the uzi quit firing after a few clips (I gave myself 1000 rounds) and wouldn't fire again without a complete restart of GG. I was able to repeat this only with the platform in the scene. First time it stopped with 925 rounds left, second time 921. Weird. I tried the shotgun, no problems."


Same here.

A lot of testing work this weekend.

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3com
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Posted: 16th Apr 2016 06:58
Fixed "FloatingPlatform" issue!!
I've missed "IsImmobile=yes ", Jerry's suggestion make me think about it, thanks Jerry.

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Posted: 16th Apr 2016 11:14 Edited at: 16th Apr 2016 11:16
@JT, yes its set to no, it just falls to the bottom of the lake if set to yes, it was late when I tried I will try again in a bit and see if I can make more scene of it

EDIT: yes that made no scene, isimmobile is set to yes is what I ment lol
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imothep85
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Posted: 16th Apr 2016 12:38 Edited at: 16th Apr 2016 12:39
FBX import doesn't WORK!!!!
Bugged as HELL!!!

SOMETIMES the model is imported with texture but TEXTURE doesn't SHOW, model is BLACK.
THE SAME MODEL, RE-IMPORTED and THEN the model is not imported at all, not showing ....

i tried with 4 fbx models

1 shark
1 house
1 little shack
1 eye ball

Nothing works..... so i seriously THINK this update, is a real waste of time!

want to try some free fbx models???
http://tf3dm.com/3d-models/fbx
Sanguis
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Posted: 16th Apr 2016 13:13
Lee wrote, that this part(!) from the update can have probles. fbx is not standarized. There are many different ways how data in fbx is stored and lee can't see every different cases. I think he covered the most used way. Don't know wich one this is.

But to declare the whole update a waste of time because one from many points in it is a little bit...strange.
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PartTimeCoder
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Posted: 16th Apr 2016 13:16
the FBX import was not a main feature of this update the save and load was the main feature and that works, so the update wasnt that much of a waist of time, infact it added much needed functionally, please bear in mind the FBX importing is in early alpha and Lee has stated that there are many variations of FBX to consider, rather than ranting about it why not try something constructive and send Lee links to the models that are failing so he can take a look and maybe correct the issues you are having

thanks for the link to, I'll try some of those myself
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Posted: 16th Apr 2016 13:31
something about the models from that site, GG is not liking the 3ds variations either, import the FBX into blender and export as .x, blender crashes, I tried 3 models all with the same result

dodgy models or gremlins in my system, not sure but I give up, GG is not entirely to blame here I recon!
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Jerry Tremble
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Posted: 16th Apr 2016 15:53
Quote: "Nothing works..... so i seriously THINK this update, is a real waste of time! "



Yeah, it couldn't possibly be user error, LOL. Btw, thanks for the link to that site! I had been there years ago but forgot about it. I love having resources! Btw the three models I downloaded work fine. It took a little work (5 minutes or so to figure it out) on the pipeline to get it in (import/export/import/export through 2 separate programs:Blender then Fragmotion). I only did this to maintain the fbx format. Kinda silly since I could have just exported as Directx at the start, but I just wanted to see if there was anything wrong with the importer. There really isn't. The many mutations of fbx are the problem.
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Pirate Myke
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Posted: 16th Apr 2016 16:18 Edited at: 16th Apr 2016 16:20
@imothep85:

FBX import does work on certain models, There a quite a few flavors of this importer.

Just like every other model format trying to get into Game Guru. The models should be looked at for flaws first in a model program. Game Guru is not magically going to fix any model you throw at it. Many models you find on the web are not even scaled to there proper size. Common problem. So get a program like Blender Or Fragmotion and import these models into that and have a quick look at what problems may arise when importing them into Game Guru.

They will get into GameGuru, just dont really show the intuitive way that x file did and appear in the editor.
Characters are probably not going to work yet and complex animations either.

I cant see the mesh in the importer, but if I set the setting and save it off, the object does appear in Game Guru. You will need to edit the FPE file and add the texture call into it at the moment. Best success so far is with out embedded media for me coming from 3ds max.

Maybe pick a few non character FBX files and email them to Lee@thegamecreators.com and the textures also and let him adjust the converter.

This feature was not the main focus of the Update and was put in as an introduction to FBX importing.
There is a lot of work left to do with the importer and a million different styles of models that will be attempted to be imported. Have some patients please.

We are testing and are throwing fbx files at Lee from many different programs to get this feature ironed out by the 1.14 release.

Thank you.
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synchromesh
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Posted: 16th Apr 2016 16:22 Edited at: 16th Apr 2016 16:23
Quote: " so i seriously THINK this update, is a real waste of time! "


As PartTimeCoder states .... Fbx import was not the main feature of this update or even expected.
It was just thrown in as a bonus .. Lee did explain there are many variations that he still has to work on.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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imothep85
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Posted: 16th Apr 2016 19:08
I sended an email to Lee@thegamecreators.com with 3 fbx models
synchromesh
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Posted: 17th Apr 2016 03:31
Quote: "I sended an email to Lee@thegamecreators.com with 3 fbx models "


I'm sure that will be a great help in making more variations compatible .
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Ratall
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Posted: 17th Apr 2016 09:39
hi
anybody experimenting with the fbx importer may find the old autodesk fbx version converter handy.
It is free to down load.

It lets you convert between different versions of fbx,.
You can also use it convert 3DS, DXF, OBJ, or DAE (COLLADA) to FBX format.

here is the link
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920

have fun
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imothep85
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Posted: 17th Apr 2016 10:31
I use 3dsmax 2014, the FBX exporter is included with 3ds max.
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Quote: "NOTE: Important Rule; any user-script globals you want saving need to start with "g_""

In other words, the save/load system saves every variable that has name that starts with "g_"? How about tables?

Another thing. I had a script to stores default and custom player data (tables and variables some of which don't have "g_" in their name) in one level and restoring it in another. After the update (or maybe even before since I don't routinely check all my scripts after every update), lives started to go wrong:

After finishing one map with 3 lives, my script saves number 3 from g_PlayerLives to a file. In the next map it's reloaded with SetPlayerLives(e,v). But for some reason, player now has 13 lives. I checked the temp.dat and it says 3. Now I go back to the previous map with same script. Now player has 6 lives even though temp.dat says 13. So I'm assumed that behaviour of SetPlayerLives(e,v) function has been changed somehow. I checked global.lua and yeah, SetPlayerLives function doesn't contain "e" anymore. Then I checked another thing and yes, 13 is the entity number of my memory zone entity in map 2 and 6 is the entity number of my return zone entity in map 1.

I understand why you have removed the e because it was pointless to have it there in the first place, but please, don't just change global functions like this! I'm not a full time coder and I consider game making a fun hobby. During this spring it has been a bit less fun since every time I had time to play with GameGuru I had to start it by reading through my old scripts, GG change logs and updated version of global.lua to figure out why my game has stopped working this time.

And if you edit those, please be at least consistent. If SetPlayerLives(v) goes without e now, then why doesn't SetPlayerPower(e,v)?

Ps. Despite the above rant I'm mostly happy with the updates .
imothep85
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Posted: 17th Apr 2016 14:10 Edited at: 17th Apr 2016 14:12
this is my last test, FBX doesn't work, when i IMPORT models, i don't see it in the fbx editor, i save and ingame i add the fbx object and i get this result.


SOMETIMES i can import the models with this wrong result, sometimes...no!!!

so i consider this like a VERY small preview of fbx import mode, also here the boxes are floating in the level, in 3ds max box are on the ground at zero point in the world center 0,0, the pivot point of the box in 3ds max is at the bottom center.

textures are not imported i don't know why.... but this is what i get, terrible, terrible....
Pirate Myke
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Posted: 17th Apr 2016 14:27
Again, this was not something that was the big deal for this update.

This was thrown out to test this function out.

It does work from 3ds max and other programs, but some experimenting will have to be done.

Then you will need to edit the fpe file right now and also make the bmp file.

STILL A WIP!!!!!

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imothep85
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Posted: 17th Apr 2016 14:40
yeep i know this is a WIP, thats why im curious to see the next update and the interface & options enhancements for the users.
Sanguis
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Posted: 17th Apr 2016 16:27
Wich Interface enhancements do you mean exectly?
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imothep85
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Posted: 17th Apr 2016 16:45
they are going to make the interface of game guru better, with more functions, better understanding, enhancements of all kind.
Sanguis
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Posted: 17th Apr 2016 17:12
I like the Interface. It's simple and easy. I thought that the Constructionbuilder would be next.
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Jerry Tremble
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Posted: 17th Apr 2016 17:56
Quote: " I thought that the Constructionbuilder would be next."


I did too! Lee said napkin sketches start on Monday!
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synchromesh
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Posted: 17th Apr 2016 23:38 Edited at: 17th Apr 2016 23:38
Not sure what imothep85 is referring to ....
Easy build editor is next ....
Perhaps he just means as development continues ?
No idea at all really
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Jerry Tremble
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Posted: 18th Apr 2016 00:15 Edited at: 18th Apr 2016 00:16
I'm not sure what he means either, but he said mentioned it earlier up this page also:

Quote: "im going also to test this new version.

I have some question about the evolution of Game-Guru for LeeBamber.

FIRST the next work you are going to achive is a better interface/options/functions of the engine itself for a better use when users have to use your engine and then create easily the game contents, thats what im interrested in, becaue to me actually the interface and optiosn are too poor, impossible to use and not very friendly user.

in that case can you tell us what options functions and others stuffs you are going to put in place?

i was testing the version 1.13 i created a scene with just 260 gravestones, i added grass and when i tried to launch the game BAM game-guru crashed so when you are telling us whe ca have 20.000 entities, if game guru crash with 260 entities....we are really far of 20.000.

and also, im going to change my steam review when the next update (better functions) are going to be added."
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LeeBamber
TGC Lead Developer
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Location: England
Posted: 18th Apr 2016 11:33
The next thing worked on (in addition to better FBX support) is the Easy Building Editor, which will enable users to quickly create a custom building that can be navigated by characters and the player with good collision. It will be a first version so the types of building you can create will be limited. Given that the only buildings you can use right now are fixed designs, having the ability to create your own rooms, corridors, stairs, doors and windows will really help your game design efforts and should be a lot of fun too.

@imothep85 : GameGuru will definitely evolve its interface over time, but only when the voting board gives me the opportunity to update and improve each section. I would be very interested to know which 'interface and options' are 'impossible to use' as I will be able to provide more feedback on this. Also, could you send me the gravestone level as an FPM and also zip up the standalone executable created from it so I can test the files you have at this end, thanks!

I would say the biggest change will be the introduction of the LUA GUI system and removal of the entity properties left-side panel, as the new system would provide a nicer looking graphical view with more options, better gadgets like sliders, wheels, etc. and the best part is that these new graphical portals to the LUA scripts are user-customizable so you can create your own or expand existing ones. Should be a great addition to GameGuru.



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Honkeyboy
3D Media Maker
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Location: Doesnt know half the time ;)
Posted: 18th Apr 2016 12:15 Edited at: 18th Apr 2016 20:35
Hi all has anyone else noticed since the update I can no longer give the player a weapon via the start marker, I place a player marker and there is no option in the widget anymore for weapons or ammo?

EDIT: sorted was dodgy parental files :/
imothep85
18
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Location: Belgium
Posted: 19th Apr 2016 09:43
Hi Lee

The test qith the graves stones is lost, game guru, steam version crashed, so i restarted from zero with another test FBX imports.
Titantropo
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Playing: Diablo III
Posted: 22nd May 2016 00:22 Edited at: 22nd May 2016 00:24
So... When will have the feature to add more levels? It's been two and a half years FPSCR has come out. It's getting time. We'll take a lot of time to make make games and try them too, so if we wait until Game Guru is ready... We'll only finish our games around year 2135.

PS: when my character jumps from a building, it almost crosses the map in a jump.
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Jerry Tremble
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Posted: 22nd May 2016 00:53 Edited at: 22nd May 2016 01:03
Quote: "When will have the feature to add more levels?"


Add more levels than what? We've been able to add as many levels as we care to since at least beta 1.009 FPSC Reloaded, which came out in late 2014. LOL, that's a year and a half ago!
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synchromesh
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Posted: 22nd May 2016 01:08 Edited at: 22nd May 2016 01:09
Quote: "When will have the feature to add more levels? It's been two and a half years FPSCR has come out"


Well how does 18 months sound ..... 18 months ago that is ....
We have been able to add multiple levels for a long time now
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Belidos
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Posted: 22nd May 2016 01:52
Quote: "PS: when my character jumps from a building, it almost crosses the map in a jump."


Click on your start marker, select properties, and change jump speed, gravity, and fall speed until it's how you want it.

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Titantropo
GameGuru TGC Backer
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Playing: Diablo III
Posted: 23rd May 2016 18:52
Quote: "Add more levels than what? We've been able to add as many levels as we care to since at least beta 1.009 FPSC Reloaded, which came out in late 2014. LOL, that's a year and a half ago!"


Where? I can't find the option to add more levels to the standalone.
Here, there and everywhere.
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