Product Chat / Multiple levels.

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Colosso
11
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Joined: 26th Feb 2013
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Posted: 22nd Dec 2014 23:12
Has anybody figured out how to tie multiple levels together for your final build? If you can maybe give me a little walk-through.

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Jerry Tremble
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Location: Sonoran Desert
Posted: 22nd Dec 2014 23:58 Edited at: 23rd Dec 2014 00:01
Place a winzone in your (preceding) level, put the name of your next level in the "if used" property box of the winzone, save standalone. That's pretty much it!

You can make a return winzone in the next level by simply putting the name of the first level in that box, or you can make things totally linear and have it go to level 3, or wherever! The possibilities are quite numerous! (I was gonna say limitless, but of course there is a limit; the number of levels and all the various level sequence variations, but you get the point)

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Colosso
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Posted: 23rd Dec 2014 00:10
Thanks JT I will go back to playing.

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Sacalac
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Joined: 3rd Sep 2014
Location: Detroit, MI
Posted: 23rd Dec 2014 19:18
Thanks!

Sacalac
Colosso
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Joined: 26th Feb 2013
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Posted: 24th Dec 2014 05:09 Edited at: 24th Dec 2014 05:12
Multiple levels fail. Each level tested fine alone, but when I add the next level to my win zone the standalone game is filled with flaws. Enemies become nonfunctional or spastic. Level leaps either don't work at all returning to the first level, or they drag pieces of the previous level with the enemy set from the new level into complete crash. I guess this is another feature I will have to try again at a later time. Still lots to learn with the latest reloaded release. Good thing I have a couple days off to play with it. I wonder if Santa will still come if I'm up on my computer.

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Jerry Tremble
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Posted: 24th Dec 2014 05:19
Wow, I haven't tried it with enemies! I've still been simply in world-building mode. That kinda sucks. I've returned to the first level though, many times successfully. Maybe I'll throw in a few enemies myself and see what happens. Thanks for the heads up!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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Colosso
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Joined: 26th Feb 2013
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Posted: 24th Dec 2014 05:35
Keep in mind folks this may be a bug of my own creation. Many of my entities are of my own bumbling, and I have created a lot of my own problems in the learning process. I know most ( if not all ) of my enemies created from original FPS characters with Animer worked with the VR1.0085 but don't work with VR1.009. On the good side for me I get to explore/experiment and that is why I became a gold pledge member of the reloaded class.

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Jerry Tremble
GameGuru TGC Backer
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Location: Sonoran Desert
Posted: 24th Dec 2014 05:48
Trial and error is the name of the game!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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ozziedave
18
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Joined: 20th Apr 2006
Location: Australia
Posted: 26th Dec 2014 00:32
Lee confirmed that Characters given the Animer 2.2 Treatment still do not work in Beta 1.009.
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Colosso
11
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Joined: 26th Feb 2013
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Posted: 26th Dec 2014 17:09
I will keep playing with them, but It sounds like I may need to get with the Animer software folks for a new upgrade.

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