The levels tag has no wiki summary.
0
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2answers
66 views
Still award achievements/badges on failing level?
I've got a simulation game where the player works through a series of missions/levels.
The player also earns in-level badges as he works through.
But, if the player fails a mission (and has to ...
0
votes
1answer
78 views
How to properly generate walls simulating perspective around stone in a cave-like level made of squares?
Long story short. My levels tiles currently look like this:
And i want them to look like this:
My levels are designed as 400x400 squares of proceduraly generated 0's and 1's, 0 representing ...
0
votes
0answers
82 views
Level Select World Map with layers of images for score and completion
I'm working on an android game that will have a "world map" for selecting which level to play. Some examples of other games that implement what I'm trying to do are: Angry Birds, Kingdom Rush, and ...
1
vote
1answer
84 views
Level progression grid/chart [closed]
What I'd like to do is create a sheet where I can track character XP/level progression.
I created this by hand:
It's sloppy, but in the realm of what I'd like to generate on a computer. Each bar ...
0
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2answers
49 views
Level progression starting from target total XP [duplicate]
I'm sort of a newbie here, so pardon me if I don't get any of the lingo right.
But I'm trying to create a level progression that charts with the "10,000 hr" rule such that, basically, each hour ...
0
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0answers
125 views
Big game in Flash - how to create levels structure
I'm building a game in Flash similar to the structure of Angry Birds or Cut the Rope (where there are a number of "rooms" and unique levels created within each "room").
The user gets through the game ...
0
votes
1answer
117 views
Level loading works in Unity editor, but quits when deployed
In my level selection screen, all but the first level start out locked.
When I click on a level, it loads perfectly in Unity editor. However, when I build the game on a real device, the game stops as ...
0
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0answers
54 views
how to effectiently manage flash (mobile) game structure?
my team and I are building an android game using flash cs6..
16 levels are done so far but we are still optimizing the game (specially the structure).
our game is currently structured like shown in ...
0
votes
1answer
37 views
implementing different users in XNA - XML
So I am making a simple 2D game in XNA, and I want to implement different users (players), so each person playing can have their own high score, can only play levels they've already played, can only ...
0
votes
1answer
22 views
Restarting a game be resetting an object [duplicate]
In a game I made, I want to restart the game when the players presses a button.
I have an instance of a Game class, which is where most of the game happens.
I though that I could simply initialize ...
1
vote
2answers
144 views
How can I make different levels in a game?
Let's say I was working on a platform game. Each level has an exit. When the player reaches the exit, the game switches to the next level.
What would be the best way represent and switch to the next ...
0
votes
1answer
81 views
Sparsely distributed locked levels?
I want to include some locked levels in my puzzle app as a lightweight reward system. The levels play relatively quickly (average 1-min/level) and there are 100-200 levels in a pack. I prefer not to ...
1
vote
0answers
542 views
A simple RPG leveling system [closed]
I'm building an RPG game system in Java, and one part is the leveling system, with the following:
max_exp: maximum experience points
max_level: maximum level
Given a level, find the minimum ...
43
votes
6answers
2k views
Why do games seemingly reload the entire level when restarting a level?
Is the data really modified that much during play?
I'm assuming the longish pause between restarting a level is the entire level reloading. But it seems to me that a well implemented system should ...
7
votes
5answers
943 views
How many levels should I make?
One issue I grapple with across many of my games is trying to decide how many levels to put in my game. This is across genres and platforms.
In general, constraints that may decide -- although they ...
24
votes
2answers
1k views
Random/Procedural vs. Previously Made Level Generation
What the advantages/disadvantages of using random/procedural generation vs. pre-made levels?
There seems to be few that i can think of, other than the fact that items may be a problem to distribute ...
2
votes
1answer
237 views
Keeping everything within one Activity
Overview
My game is currently based on a single activity (rather than multiple activities) and I would like to keep it that way.
At the moment, it goes straight into the game at level 1. I will ...
0
votes
1answer
398 views
Level/Map file creation and processing with OpenGL
How do levels/maps work in the game development world? Counter strike, which is a popular FPS that uses OpenGL as it's graphics library, has it's levels/maps created as *.bsp files. How do you create ...
1
vote
3answers
128 views
Which is better: More puzzle apps in Store or more puzzle levels in a single app [closed]
The Question: Given a freemium model (ad-supported with in-app-purchase of additional levels/hints)... are chances of overall success better with a single puzzle app with lots (but varied) ...
-1
votes
2answers
429 views
as3 game levels : frame to frame
which is easy and comfortable when programming a flash game levels. I ask this question for that because if I use frame to frame I will need to write code for each frame code area so the main class ...
2
votes
1answer
128 views
How do I manage multiplayer login?
How is the typical login, loading the level and spawning handled?
For example:
Client sends "iwanttologinwithcharacterx"
Server does some validity checks and instantiates characterx
Server sends ...
1
vote
3answers
155 views
Level and Player objects - which should contain which?
I've been working on a several simple games, and I've always come to a decision point where I have to choose whether to have the Level object as an attribute of the Player class or the Player as an ...
0
votes
1answer
250 views
Structuring various game states and unique levels
I have a game design 'structure' question that I'd like to throw out there. This question is about various ways of designing game 'states', and specifically a system of 'levels'. Specifically, what is ...
1
vote
2answers
233 views
How to build Arena-ish level using grid tiles?
I had an idea of procedurally generating arena-type levels in which the player would either fight hordes of enemies, or another skilled opponent. The level would be built at the very start of the ...
3
votes
1answer
843 views
How to load data for specific level at runtime?
I'm trying to create a game with many levels loaded from XML files. In my game I have many objects in each level.
At present my game contains 20 levels, and I load all the textures at once on ...
0
votes
4answers
418 views
Is the city of the GTA, L.A. Noire, Assasins Creed or Saint Row games considered a level? [closed]
I'm trying to figure out whether or not the worlds in which these games take place are levels or not, for the sake of level design. I consider the world to be one big level and all the missions and ...
1
vote
4answers
380 views
What is the best method to use to write and handle multiple levels?
I have a level class that does all of the updating and drawing and everything pertaining to the level. My question is, what would be the best approach to creating different levels? Should I just ...
-4
votes
1answer
222 views
Database structure for level packs, levels and level information
I have a game which shall consist of several level packs (and also be extended by additional level packs). Each level pack should contain some levels. Each level will have its own level information.
...
7
votes
2answers
3k views
Level creation of Rayman Origins type game?
Does anyone know the technique they used to create their levels (using rayman origin as an example)? I'm strictly speaking of the floors and walls. Doesn't look like tiled based. What is the workflow ...
1
vote
1answer
897 views
Connect-three game: Increasing level-of-difficulty as play progresses
I'm writing a connect-three type game (think Chuzzle, but without all those nasty locks, and with no big chuzzles) and I'm trying to figure out how to increase the level of difficulty as play ...
1
vote
1answer
360 views
How do I generate a level randomly?
I am currently hard coding 10 different instances like the code below, but but I'd like to create many more. Instead of having the same layout for the new level, I was wondering if there is anyway to ...
2
votes
3answers
1k views
need to create formulas for stat, level progression etc. What tools will help the not-mathematically-literate?
I want to create some of the fundamental guideline formulas for a game I am working on. I am following on from sirlin's advice in that I am starting with some assumptions and working back from there.
...
0
votes
1answer
332 views
Problem creating levels using inherited classes/polymorphism
I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions.
My base class is only going to be used as a vector ...
1
vote
2answers
118 views
How do I make a pointer point to the current running level if each level is its own class?
I'm hard-coding my levels and coding each level in its own class...The problem is that I need to have a pointer that points to the class of the current level. I don't know how I would go about doing ...
5
votes
2answers
2k views
How should I manage level progression?
In my code, I just have a Level class right now in the main game loop that just blits a background and spawns some enemies for testing purposes...But I can't figure out how to go about implementing ...
3
votes
4answers
1k views
Tools for editing 2D sprite-based game levels
What are good free and widely used tools for editing 2D sprite-based game levels? I'm looking for one that allows exporting data to a custom format. One that I know of is Blender — a 3D tool, ...
0
votes
2answers
2k views
I need an enemy spawning algorithm for a 2D tower defense
I need an enemies spawning algorithm for a 2D tower defense game. I have 4 maps, each has 4 stages and each stage has 40 rounds. I need to create an algorithm which will instantiate waves, increase ...
2
votes
1answer
258 views
How should I add level-specific gameplay code to a level?
What are best practices to add gameplay, to specific level? I have some event types, and my game logic now looks like. OnEnterSensor is virtual and is different for each level(01,02 ...). Game type ...
7
votes
2answers
699 views
What score/level function is often used?
In many games you raise a level when you reach a certain score, and later levels are harder to reach than in the beginning.
I am suspecting that it is some sort of exponential function that is used ...
8
votes
1answer
286 views
Chunking/caching large levels in a singleplayer game
Does it make sense to try to offload a large nonlinear level into file-based chunks, and load those on demand? We've implemented level chunking to improve rendering performance, but still all level ...
1
vote
1answer
447 views
Implementing a large scale (planet-like) level in XNA 4.0
What is the best way to implement continuous level throughout the game, using XNA? Imagine that I have a level with the size of a whole city (like in MMORPGs) however, the game will currently be ...
32
votes
3answers
8k views
How do audio based games such as Audiosurf and Beat Hazard work?
Note: I am not asking how to make a clone of one of these. I am asking about how they work.
I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games ...
5
votes
2answers
210 views
Switching between levels, re-initialize existing structure or create new one?
This is something I've been wondering for quite a while.
When building games that exist out of multiple levels (platformers, shmups etc) what is the prefered method to switch between the levels?
...
1
vote
2answers
462 views
Level Creating Help
I am making a little 2d overhead RPG type game just for fun. I have almost all the basic stuff set up, but I just need a little help on level creation. I can already make a level and place each tile ...
6
votes
3answers
888 views
Storing, loading and editing a level
I'm trying to find useful information on creating game levels in a reasonably efficient way.
Additionally, information in setting up a fairly painless way to edit this information would be handy (the ...
4
votes
2answers
725 views
Engine with Terrain and Indoor Areas (BSP-like)
I'm not really a graphics programmer, but I used to toy around with Truevision3D 6.5 a few years ago. It wasn't too bad, but TV3D was just going nowhere so my foray into 3d game dev ended there.
I ...
12
votes
3answers
2k views
How to store a shmup level?
I am developing a 2D shmup (i.e. Aero Fighters) and I was wondering what are the various ways to store a level. Assuming that enemies are defined in their own xml file, how would you define when an ...
6
votes
3answers
2k views
Modelling photo-realistic grass in realtime
I see a number of tutorials on how to create good looking grasses when creating 3D renders but can't think how to model it for realtime/use in a game's scenery.
Sure simple models with alpha cutouts ...
12
votes
4answers
4k views
2D non-tile based map editor [closed]
I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need ...
4
votes
1answer
674 views
Typical Method Of Building Puzzle Levels
I am designing a puzzle game for the iphone and was wondering as most puzzle games consist of the player progressing through multiple levels. You see for example Angry Birds has over 100 levels.
Once ...