Game Development Community

Seamless Level Transitions.

by rennie moffat · in iTorque 2D · 12/11/2010 (3:36 pm) · 2 replies

Hi there,
I have an engineering question.

I want to build a game, similar to many games out there, in that, when one clears a level, the background does not change, it does, at least "look" like it is reloading, black screen for a split second. I know, I am quite sure I could do this by simply having all objects in the level, simply call them and place them when one puzzle (it is a puzzle game) is complete then arrange the blocks accordingly for the next level, all in the same level.t2d.


However, that will take a fair bit of, "if this", "this.setPosition"'s ect. I am wondering is there a way, I can keep the same background, perhaps thru a GUI, so it looks seamless as it transitions between puzzles?

About the author

My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.


#1
12/12/2010 (6:26 am)
That's an interesting question. I think you are talking about having basically one large level comprised of multiiple smaller levels that interconnect to form one large macro level, right? Similar to the type of thing that is commonly done in PC games lile Half Life 2, where there is a brief pause while a whole new scene is loaded?

This is easy to do. You can just have one large level, and at certain points you can load new assets and delete old ones, I am aready doing this in my current game. Loading and/or deleting takes time though, so you need to place the load/delete points where there is little activity on screen to make it less obvious.

You definitely don't need to have multiple levels, you can just have one or two levels instead and then concentrate on how you manage your asstets via loading/deleting datablocks.
#2
12/12/2010 (4:30 pm)
Yes, So one level.td may consist of 15 puzzles. .... I was thinking if there was a way to not have this all on one level, but then realized it might be easier to have them all in one level due the way I am naming and associating objects to each other.

As far as loading and deleting datablocks I am unsure how to do that. Is the level_datablock.cs not untouched? How could one manipulate the datablock? unsure.