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Skipping ahead when testing a level in Play Mode?
Archive: 5 posts
I'm almost done making a level, and most of the stuff I still want to test out and tweak happens near the end. For whatever reason, certain elements like Magic Mouths don't show up properly when I test the level out in Preview Mode while editing, but they work fine in Play Mode. Is there a way in Play Mode to skip ahead in the level, like between checkpoints or something? | 2012-05-11 15:16:00 Author: Behonkiss Posts: 229 |
You could just temporarily move the level entrance while you're testing. | 2012-05-11 15:21:00 Author: Ali_Star Posts: 4085 |
You could just temporarily move the level entrance while you're testing. Yup.. this. ..or if moving is too hard due to the level, you could set up a player sensor or a simple grab switch hooked to another checkpoint to enable that checkpoint, then just pop. (insert popping sound seq here) Just be careful not to stray in front of the entrance and re-enable that one. lol | 2012-05-11 15:45:00 Author: jwwphotos Posts: 11383 |
Yup.. this. ..or if moving is too hard due to the level, you could set up a player sensor or a simple grab switch hooked to another checkpoint to enable that checkpoint, then just pop. (insert popping sound seq here) Just be careful not to stray in front of the entrance and re-enable that one. lol Your idea might be better, because then he'll be able to chose what checkpoint he skips to during play mode, by setting up several grab switches (for example) linking to different checkpoints. BTW, I misread your post initially - I thought it said ".... checkpoint to enable that checkpoint, then just poop". | 2012-05-11 16:10:00 Author: Ali_Star Posts: 4085 |
BTW, I misread your post initially - I thought it said ".... checkpoint to enable that checkpoint, then just poop". LOL!!! Well... you could, but won't get you very far in game. Might make you feel better though! | 2012-05-11 16:12:00 Author: jwwphotos Posts: 11383 |
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