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Questions tagged [levels]

A discrete space available to the player that forms part of a larger game world.

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How can I edit maps from campaign to make them work in the Assault Coop mod in Far Cry 1? There are some campaign maps in the Assault Coop mod, but not all the maps. For the moment, I opened the maps ...
John's user avatar
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1 vote
0 answers
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I tried adding flashlight to my player downloaded from Fab, but I don't see any dynamic light from it: I tried tweaking global illumination and rebuilding the level, but there was no effect. The map ...
Anup khatri's user avatar
2 votes
2 answers
166 views

Currently I am working on small puzzle game in Unreal Engine 5 in order to learn engine itself and figure out my own process of making games. I implemented many interactive elements and systems with ...
aFku's user avatar
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1 answer
810 views

I'm using Godot for my current project, and it's been going great; but there's a bug I don't understand. I have a certain very simple script on my title screen: ...
Michael Macha's user avatar
4 votes
1 answer
657 views

I would like to make modular corridors and some other objects in my level, to make it easier to construct them. Do I separate walls, floor, and ceiling or make a tube module? How to avoid seams ...
V S Vuca's user avatar
1 vote
0 answers
120 views

I'm doing a caves for my terrain. I have 2 solution, but none are good enough Caves are just a simple shapes - later I'm going to improve The problem is - to merge a landscape and a caves Solution I ...
in2fractalout's user avatar
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1 answer
117 views

I created a project in Unreal, Top Down Character. By default, the scene looks like this: I thought of creating a main menu to take the player to the other scenes of the project I intend to do. For ...
Boneco Sinforoso's user avatar
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51 views

I would like to use Unity scenes (as it's visually easy to create levels) but I want to modify them as the player interacts (for instance, if the player broke a glass, the glass should be broken ...
Arian_ki's user avatar
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1 answer
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So i plan on doing a text based adventure game in java. And right now iam planning my game. I came up with different types of player (exp. attacker, defender. etc) weapons, potions (health potions, ...
vampsz's user avatar
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148 views

There are already models for level creation that are used to create different levels. I want to use them to create a new level and I want to assemble the level in Blender. But if I just import the ...
White Raven's user avatar
1 vote
1 answer
349 views

I am trying to make a text-only dungeon crawler game. The general structure for the game is in place (ie. a 'Level' is a 16x16 grid of 'Rooms'). ...
I_Keep_Trying's user avatar
0 votes
1 answer
200 views

So, I need to load a different level when the user has crossed the entire level and collides (or triggers) a certain object. For that I have declared ...
dotmashrc's user avatar
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1 answer
953 views

I've been developing a 2D shooting platform videogame for the Sony PSP console using only the ONELua interpreter for the Lua programing language (since there is not any game engine for it). Despite ...
hell.jumper's user avatar
1 vote
1 answer
248 views

So I basically want to load another map once the player collides with a object, specifically a "Portal" in my game. Which is really making the player move onto other levels. I don't want to ...
jinna's user avatar
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1 answer
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I'm developing a game where players walk though a 100x100 grid of different rooms. Each room has a level associated with it starting from lvl 1 to lvl 100. The map is divided into 10x10 areas and in ...
Carlo Moretti's user avatar
1 vote
2 answers
1k views

In the game Limbo for example, the whole 2-3 hours of gameplay takes place in one continuous world. The player navigates from one area to another seamlessly, with no obvious loading or transitions. It ...
Homo Sapiens's user avatar
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0 answers
68 views

I'm thinking of building a 2D platformer game similar to Super Mario Bros, but I'm in the planning process and realised I don't really have a good way of storing information about each level – where ...
Frævik's user avatar
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82 views

I've been working on a mobile game that uses the same framework for each level in the game, and I was wondering what would be the most efficient way to store all those levels in Unity. Should I only ...
blinkafrootable's user avatar
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0 answers
22 views

I have been making my first game, I have a number of levels I was thinking of making, around 20-30 but I'm not sure if this is too many. Is there a hard and fast rule for number of levels to include ...
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101 views

I want to give myself freedom to add more levels after releasing the game. For creating levels I broke down structure and created a tilemap like a structure. here's an example : I will add them up to ...
videogamechef's user avatar
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0 answers
85 views

I want to be able to make new levels after build. I could use a map tool and script but I rather just add scene with all the resource packed with it. But what is the best practice forward?
Johan Holtby's user avatar
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40 views

My Unity game has a large planet GameObject that serves as the map. I want to keep this planet loaded, but still create different levels where enemies and the player are spawned at different locations ...
Denis G. Labrecque's user avatar
1 vote
0 answers
119 views

So i am developing this game (as part of a larger game), where the player has to collect all the coins before moving on to the next level. Right now, I am using the space key on the keyboard to move ...
user19964's user avatar
  • 105
1 vote
1 answer
199 views

I have a dungeon generating algorithm, but I would like to generate X levels, which are all connected somehow. I have a few approaches, but all of them has problems and questions, and I wonder how i....
Tudvari's user avatar
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1 answer
931 views

I am trying to make a level design system where I use a low resolution png file with certain pixels filled. My code will turn this location of the pixel in the image into placement of platforms in my ...
Big T Larrity's user avatar
3 votes
2 answers
994 views

I've been asking this question over the years many a time, but I still haven't found an answer when i search for one. Now I have slightly more knowledge of how programming is done and want to start ...
Big T Larrity's user avatar
0 votes
1 answer
979 views

I'm trying to create a falling word typing game like z-type. I have used the code provided here I want to create multiple levels in the game, and it seems like I need to make some changes in the ...
single arrow games's user avatar
0 votes
2 answers
293 views

My game has a 2-tier hierarchy of levels, it is composed of 6 or more "outer levels" that consist of 8 or more "inner levels". Reaching an inner level unlocks the next inner level. Reaching the top ...
pommy's user avatar
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105 views

I'm interested in how huge games like The Witcher 3 and Skyrim create and save the open worlds. In my own game I used a system where I stored the map data in a file seperated by commas. For example '...
Featherball's user avatar
3 votes
1 answer
126 views

Hi everyone I have made myself a little SWAT action FPS style game. I have the basis of the code very well set up (by my standards!) and can easily add enemies where I want that all act differently by ...
Big T Larrity's user avatar
1 vote
1 answer
224 views

What can I do to extend the gameplay. So if I know that I will update the game with new levels and dont want to publish a new version every time I have a new level. How can I handle this. Ex: I have ...
Adithya.K's user avatar
  • 111
0 votes
1 answer
217 views

i were asking myself how could i load a large Level? My gameengine is written in C# and is rendering with Direct3D11. I just have my class called "Scenery" and the class is able to store all objects ...
Kerbo Games's user avatar
7 votes
6 answers
5k views

I created a level loader that loads levels saved in an XML format. This means I am using an XML parser to read the levels. It works, but slightly bigger levels take too long to load. So now I am ...
user avatar
1 vote
1 answer
3k views

I am building a 2D sidescroller game in Unity3D. It's tile-based. To get better performance I divided the level into chunks. I activate these chunks when the player enters 2D Triggers and deactivate ...
OneManOnMars's user avatar
4 votes
0 answers
776 views

I'm coding a small "Binding of Isaac"-like game, with a little help from the official "Scavengers" Unity tutorial, since it's my first game. In the tutorial every level is ...
FFN's user avatar
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1 vote
0 answers
100 views

I'm trying to come up with a flexible system of level objectives for a Unity game. What I'd like to achieve is to have a system that on each level (scene) can accept a different set of (configurable) ...
goshki's user avatar
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1 vote
1 answer
2k views

I'm in the start screen scene of my game and I'm trying to load the actual game. I use the following code: ...
Joel J.'s user avatar
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1 vote
1 answer
929 views

I know that the Unity editor can import/export packages which could contains Scenes (levels), but is it possible to import a Scene into a game at runtime without the Unity Editor? What I am trying to ...
Jasper Citi's user avatar
3 votes
1 answer
201 views

I am going to work on a map for my game that is in first person mode. This is the story(planned). He is on a sinking ship and he wants to escape before the ship sinks. He has a few ways of doing so, ...
See Jian Shin's user avatar
1 vote
0 answers
127 views

In Ogre3d's manual and in the documentation it's said that Ogre::Mesh shouldn't be used for world geometry. Quoting the manual: Mesh objects are assumed to represent movable objects and are not used ...
Narrateur du chaos's user avatar
-1 votes
2 answers
180 views

So I've got a simple game with different levels. For the most part the levels use the same code, with only slightly different things. Do i have to make a new Activity for every level? The app will ...
Carter Ray's user avatar
-1 votes
1 answer
575 views

Ok, so I am trying to create a level map, but I don't know how I should store it. Should I use an array for every level? I feel like that wouldn't be very efficient though. I'm not sure what I should ...
shepgoba's user avatar
1 vote
3 answers
2k views

I'm using this line of code to select my level, and currently I have different scenes for each levels. I want to be able to reuse the same scene to change levels as well but I don't know how, here's ...
user3132527's user avatar
3 votes
4 answers
449 views

I am making a game based on a grid and filling in certain squares with certain colors according to some rules. It is level-based, and the difficulty of a level is determined by the size of the grid ...
user avatar
0 votes
1 answer
108 views

I'm creating a game with levels built from tilemaps in LibGDX. I've created the logic for the game that adds entities based on object layers, however, many levels have different behaviors. Do I need ...
Tessa Painter's user avatar
1 vote
1 answer
2k views

I have a Manic Miner style game where you need to collect all the items from a screen before you can advance to the next screen. I have a screen class called "PlayScreen" wich starts out by loading ...
James Stoddern's user avatar
-1 votes
1 answer
278 views

On the game I am developing, I have a very small amount of left-over space on each level screen (but on no other screens.) It is a little less than 5 millimeters (~1/5in) on the left side and bottom. ...
user avatar
1 vote
0 answers
120 views

It has become a widespread to implement a Mario-clone to practise writing platform games or in order to demonstrate how a game engine works. For that reason I expected it to be easy to find level ...
soegaard's user avatar
  • 111
1 vote
2 answers
882 views

So in an attempt to move out of the console environment I have set up an SFML poject in Visual Studio. I am currently trying to draw a stage from a vector within a vector (Matrix?), and the results ...
qwarten's user avatar
  • 108
1 vote
1 answer
192 views

I am a big fan of modular assets. Currently I am designing a 3d game for mobile and I don't know how I should create my levels to get the most out of the device. Should I... create lots of "small" (...
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