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Jokke
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Posted: 12th Nov 2020 15:23
Ho do I prevent Game loading everything back when I Go level 2 in game and back to level 1 ?

All the enemies are back again !!

Anyway game to remember what I have done in first level ?
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GubbyBlips
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Posted: 12th Nov 2020 17:14
Unfortunately it's "hard- coded" that the levels you enter are now
loaded full new each time you go to them like originally created.

You would have to organize a complex script to save your own
status in the levels when you LEAVE them so that you can then
load that saved data when you re- enter them.

That would be info like the AI location/ health. Assets or weapons
locations, and what- not. I know this doesn't help much-- it's just the
answer to your question.

The reason for this was a memory concern. In GG Classic, the low
memory resources caused quite a few glitches when multiple
level status' where tried to be kept maintained in memory.
Maybe in MAX it will be a new (actually OLD- saved) beginning?!
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Jokke
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Posted: 12th Nov 2020 19:00
Thanks for Answer.

Will Max version have anything Repaired with this issue ?
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synchromesh
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Posted: 12th Nov 2020 19:37 Edited at: 12th Nov 2020 19:39
Quote: "Will Max version have anything Repaired with this issue ?"

Well its not actually broken its just the way it is in fact going back a level isnt really all that common in games but one way around it if you did want to go back to carry out a different task would be a duplicate level ..

So you carry out your mission in level 1 and proceed to level 2
In Level 2 you are required to go back to level 1 to find a map for example.
You go back to a duplicate level with the new mission to find the map ( all new AI if you want )
Once completed you return back to level 2

It works quite well to be honest.
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Jokke
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Posted: 12th Nov 2020 20:13
Thanks !

I did not really understood that !
I go from level 1 to Level 2

When I come back to Level one, everything is the same !!!

That is the problem !

Game dont hold any info about previous levels visited nor when coming back !

LUA Script ?
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synchromesh
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Posted: 12th Nov 2020 20:29
I guess it all depends why you want to go back to level 1
But there is no script i am aware of.
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Cobbs
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Posted: 12th Nov 2020 21:03
This is the sort of complex memory-using feature that GG doesnt have. It may seem like a default, but its a complex thing to program because youre asking your computer to remember things about unloaded levels and it never becomes clear when to forget what is remembered, and can also cause memory use issues and bugs.

As it is, GG loads levels fresh and theres minimal opportunities for bugs or strange memory behaviours this way.

I imagine.
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AmenMoses
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Posted: 12th Nov 2020 22:11
What synchromesh meant was create level1, make a copy of level1 called level1a minus the AI and stuff that the player had to deal with to get out of level1.
Now on completion of level1 go to level2 and in level2 where you want to return to level1 actually go to level1a.

If you want to accumulate stuff during your game and have it sort of travel over to the next level (and not just be assumed to exist because you completed the previous level) then you need to write a Lua script to save the details away to a file and have the next level run a script to load the file.

This has been done before btw.
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Jokke
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Posted: 13th Nov 2020 11:57
OK. Thanks @AmenMoses. That Sounds like it could work, but I dont know how to do it.

Is there ready made scripts for that ?

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GubbyBlips
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Posted: 13th Nov 2020 15:20
Possible *Easier?* or no SAVE script solution?

Split your 1st level into 2 sections. See if you can arrange your first level into
the scenes that you would want to create in both your first and second levels.
//Yes, this might mean a LOT of new building...?//
Then use teleportation to jump from area 1 (which represents your first level)
to area 2 (your second level). Finding the script for teleport should be easy
enough by search (or is there already one in the scriptbank)??

Tools you have to accomplish this include changing the SkyBox, changing
the ambient music/ sound, "spawning" assets that where invisible, hiding
others that don't need to be there, etc.
These visuals/ sounds can be changed within the same level. Then the Ai will
remain dead, and you will keep the items you had when you go back and forth.

Everything will remain the same (supposedly)- only a famous GG glitch will
break this technique.
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synchromesh
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Posted: 13th Nov 2020 16:29
If all he wants is AI not to be there it seems to me the fake level is a much better option.
It seems to be getting over complicated ?
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synchromesh
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Posted: 13th Nov 2020 17:07 Edited at: 13th Nov 2020 21:08
I compiled a quick Demo
You start off on Level 1 with a couple of Zombies and weapons to pick up
You kill the Zombies then proceed to Level 2
For whatever reason you have to go back to Level 1 ( Carry out a new mission or get a key perhaps )
This then loads in the fake level 1a ( Note no zombies )
You would then carry out your new mission in the fake Level 1a and proceed back to Level 2 or level 3 if your really creative
How you work it all depends on what you have in mind to do in the first place and the reason you need to go back a level. The fake level will only make your game a couple of meg bigger ( if that )

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Jokke
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Posted: 13th Nov 2020 20:26
Nice !

Any instructions how to do that ?

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synchromesh
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Posted: 13th Nov 2020 21:07
Quote: "Any instructions how to do that ?"

I have above and AmenMoses has also explained it even better than did.
I thought the Video would help. I really do not know how else to explain it
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Jokke
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Posted: 14th Nov 2020 11:08
Okay i make that copy level all AI removed, I get it. But if I have not killed all enemies in Level 1 ? Rest of enemies suddenly have disappeared when i come back to level 1.....
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synchromesh
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Posted: 14th Nov 2020 11:45 Edited at: 14th Nov 2020 11:45
Quote: "But if I have not killed all enemies in Level 1 ? Rest of enemies suddenly have disappeared when i come back to level 1.....
"

Then there is no solution i know of.
Its more realistic to go back to a previous location and find it different than just the same 5 people you missed still there waiting for you. In reality if you rampaged through a town killing loads of troops and went back a few hours later it would not be the same.
They may have all left town or been replenished with new troops but without knowing your theme, storyline for your game that's the best i can come up with .
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3com
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Posted: 14th Nov 2020 12:07
@ Jokke
The best solution may not be at your fingertips, but it is still the best solution.
As I see it, the best solution is to program a script that saves all the statistics of the level in a flat-file (txt, dat, log) and then read that data before loading the level and acts accordingly
For example:



Source: C:\Program Files (x86)\Steam\steamapps\common\Game Guru\Files\titlesbank\gamedata.lua

You'll have to learn LUA if you want to go out of the standards.
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Jokke
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Posted: 14th Nov 2020 14:20
Thank you for answers.
it is sad that so basic thing is left out from Game Guru Classic!
Is it present in MAX ?
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AmenMoses
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Posted: 14th Nov 2020 14:57
It's not 'left out' it's just left for the game maker to implement if they need it.

GG doesn't know what you want to carry across levels, nor what the behaviour should be in backtracking to previous levels. That will all depend on the requirements of the game itself so making a generic solution is darn near impossible. The framework to allow these things to be implemented is all there and much of the scripting needed to implement it has been covered on the forums over the years, have a trawl through smallg's scripts thread (or mine!) and dig deeper into the script forum if need be.

Lee has started the dialogue going to get these sorts of things more supported by the engine, hop over to his RPG thread and comment there on what you would like to see included in the engine to make implementing these sorts of things easier..
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Belidos
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Posted: 14th Nov 2020 16:58 Edited at: 14th Nov 2020 16:59
Quote: "Thank you for answers.
it is sad that so basic thing is left out from Game Guru Classic!
Is it present in MAX ?"


Let's think about that statement and apply it to other engines ....

it is sad that so basic thing is left out from Unity
it is sad that so basic thing is left out from Unreal
it is sad that so basic thing is left out from S2
it is sad that so basic thing is left out from Leadworks
it is sad that so basic thing is left out from Godot

None of the other engines allow you to skip back and forward between levels like that by default, they all have to be coded to work the way you need them to work. They're not left out by mistake, they're not left out because they can't be bothered, they're left out because not all game devs want it to work the same way, and there's not way for an engine to guess what you are thinking and implement what you want, you have to tell it how to behave.

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Jokke
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Posted: 14th Nov 2020 17:30
Thank you for answers.

Then there should be some instructions how to do LUA script for that and how to use it.
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synchromesh
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Posted: 14th Nov 2020 17:56 Edited at: 14th Nov 2020 17:57
@Belidos
Ye i was kind of thinking the same thing but kind of gave up.
There has to be a good reason why in a games storyline you need to go back. But when you do it should be for a completely new task which is why a fake level 1 would be perfect for a whole new experience.
Possibly the OP has his own reasons though
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AmenMoses
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Posted: 14th Nov 2020 18:16
"Then there should be some instructions how to do LUA script for that and how to use it."

First learn Lua, the manual is a free download from the main Lua site.

Second trawl through the script forum, I have a few tutorial threads you could start with.

The stuff is all there to learn how to do what you want to do.
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3com
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Posted: 14th Nov 2020 20:48
@ Jokke
The truth is out there.
If you decide to learn LUA and create your own scripts to use in GG or GGMax, if you have a doubt post the script and ask the question in as much detail as possible, there will always be someone to help you, even me.
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Jokke
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Posted: 15th Nov 2020 09:12
I am not a Programmer, so I think I cant create complex script that would work.

I wonder if someone has already done it ?
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GubbyBlips
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Posted: 15th Nov 2020 15:34
@Jokke
So, in the meantime, as you are learning some lua scripting,
you could try the strategy of putting your 1st and 2nd levels
all together and teleporting back and forth between those
areas on a single map! I think that's a good start for a beginner.
That script (teleporting) is super easy- it's all over the forums
and Youtube has a GG stock method (*If Used*-- I avoid stock
methods personally.)

Would that require a lot of new map building for your levels?
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AmenMoses
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Posted: 15th Nov 2020 16:02
"I wonder if someone has already done it ?"

It's doubtful because it something that you have thought of doing, unless someone else had the same thought why would they?

Anyhow the way to find out is to go look in the script forum and find out!
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PCS
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Posted: 15th Nov 2020 18:30 Edited at: 15th Nov 2020 18:31
@Jokke.
Quote: "The truth is out there. "

seek and you will find

If i were you, and im not, and i do not have all the script knowledge, but i will learn how to write some date to a file when the player enters the win zone off level one to a file, then next time the player comes back to level one , you can have a script reading that file and then compare the value of the data and then you have a means of know whether the player was there before, if so then you can have your ai not to spawn if that value is lets say true or what ever you have made it.

Hope this can also give you an idea how to do it.
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Posted: 15th Nov 2020 19:40
All you do, all you place over the map, is well known by the game engine (or it should be), so why not use that info by the engine, in order to load the next or the same level?
I will try to explain my though:

1- I run a new blank map.
2- I place the player maker.
When I click on the player marker icon some code is triggered and run, immediately engine now the cords I've place the player, if I set some weapons for him, if so, what weapon is, and how many bullets I've set, the player speed, lives, etc. the same for all entities, chars, sounds, etc.

3- If a soldier died the engine knows that data (or should to know it), why does not save and use that data the next time that load that level?
4- the ammo used and the ammo on stock, the ammo collected along with the level, the weapons collected along with the level.
5- Lives, health, collectibles collected, etc, are well known by the game engine (or it should be).

It does no happens because standalone is not yet provided with the necessary code to do so, and meantime we have to do so by ourself thru LUA code, so dear Jokke, you will have to learn LUA if you want to do so or hire someone to make it by you, because it is not so easy do so, and very time consuming, despite this, there is nothing compared when you get something working thru your own code.

Don't pretend to start up the ladder at the last step, you should go step by step, and what you intend to do is well above the first step.
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AmenMoses
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Posted: 15th Nov 2020 20:29
When your level completes and you go to the next level all memory used by that last level is cleared and the next level starts with a blank slate. The engine currently only stores a couple of bits of information about the player and takes that into account in the new level.

If you want to store more information then you will have to write it to a file and read it back in within a script in the new level.

But, let's say you have 10 levels and you play through them in one direction and then go back to the first level, you will have to store information on all 10 levels!

You won't be able to use the entity Ids either, as they will be reused in each level so for each level you will need to save out all the active entity status values as you leave the level and then read them back from the file if re-entering it. basically what you then do is run through those entity stats and replace them in your 'new' revisited level, so any 'dead' entities should be killed, any 'used' entities removed from the map (like keys or ammo), any open doors would have to be triggered to open (somehow, the current door scripts don't have that facility) and probably quite a few other things as well!

Depending on how many active entities you have on each map and how many maps make up the game you could end up with a huge save file! In addition you would need to do all of this if the player saves his progress as you will need the data to be stored specific to an individuals save state.

It is all doable but a huge undertaking which would need very careful planning and more to the point will be completely specific to your map and the entities you are using, especially if you have custom entities with custom scripts.

That is why it hasn't been done in such a way as you could go buy it from the store for a dollar.
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Loktofeit
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Posted: 16th Nov 2020 00:18
@Belidos
Quote: "Let's think about that statement and apply it to other engines ... "


That would probably be a valid point if these weren't the touted selling points for Game Guru:

- "Always dreamed of making a game but don’t know how to programme or code?"
- "GameGuru offers you an easy, enjoyable and comprehensive game creation process that is designed specifically for those who are not programmers or designers/artists"
- "Our easy to follow tutorials teach you everything you need to make games, and you don’t need previous experience or background knowledge to succeed"
- "Our vision is to produce The Ultimate Game Creator for the PC - a solution that is easier, more intuitive and affordable than any of its competitors."


Quote: "...they all have to be coded to work the way you need them to work."

Let's also forget the fact that coding that solution is far easier in some of those dev environments than in this game maker.

...

That said, I think synchromesh's and AmenMoses' suggestions were spot on - create a duplicate level. RPGs do that all the time for situations where players return to a previously completed level. Often it helps create a more immersive environment, because the static nature of the level is removed and replaced with an environment that appears to have been changed, upgraded, or evolved by the player's actions.

So, let's say you had a circle of wagons being attacked by bandits in your "Wagon-BanditsAttacking" map. The player kills the bandits and moves to "OpenPlainsofNothingness" map. When they go back to the map teleport spot, instead of teleporting them back to your "Wagon-BanditsAttacking" map, you teleport them to "Wagon-PeopleSaved" map where the citizens of the wagon circle are going about their daily routine. Maybe even have it when you come into proximity of those citizens, they cheer you for having saved them.

synchromesh and AmenMoses offered a great solution that opens up a ton of creative options for you. Def try it out.
Jokke
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Posted: 16th Nov 2020 08:44 Edited at: 16th Nov 2020 08:48
I was thinking that automated save game (Trigger zone ?, LUA Script ???), just before you enter level 2 (Win zone LUA Script ??), and reload when you come back, still needs to have save game before I Leave Level 2 and load when I come back.
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synchromesh
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Posted: 16th Nov 2020 11:44 Edited at: 16th Nov 2020 11:53
Quote: "I was thinking that automated save game (Trigger zone ?, LUA Script ???), just before you enter level 2 (Win zone LUA Script ??), and reload when you come back, still needs to have save game before I Leave Level 2 and load when I come back."

That would probably open up a whole new world of issues for you.
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Teabone
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Posted: 20th Nov 2020 16:05
Quote: "Thank you for answers.
it is sad that so basic thing is left out from Game Guru Classic!
Is it present in MAX ?"


Game Guru Classic and Max will have a lot of the same functionality, as they will be sharing a lot of the same code during the development of both. So some new features to Max will also come to Classic and repairs and additions to Classic will come to Max.

This current topic is something they are exploring as it is a long standing feature request. As mentioned though above that smart work-around with creating a duplicate level with the enemies removed is your best solution if you dont want to get into Lua.
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