Using a loading screen whilst a saved game is loading

  • #1, by andiliddellSaturday, 30. August 2014, 18:28 10 years ago
    Hi everyone

    I was hoping someone can explain how I can hook up a loading bar to my "load game" action.

    I have a pretty standard load game screen (from the VS tutorial AFRLme showed me).

    The problem is it can sometimes take up to 15 seconds to load a game, during which time the cursor just locks in position, and the game looks like it has crashed.
    Is there a way to set up a progress bar for the loading of saved games?

    Many thanks
    Andi

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  • #2, by SimonSSunday, 31. August 2014, 11:21 10 years ago
    Hi,
    no not possible. Only possibility is to move a loading image into the front before loading the save, but that won't be animated.

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  • #3, by ke4Sunday, 31. August 2014, 11:45 10 years ago
    Hi Simon,

    I know that I have already written about that.
    In my case it freezes for about a minute...it just looks like the game crashed.
    it would be possible to do loading function? and i mean just for the loading saved game (even if it took two seconds longer)
    with the picture, it's hard to estimate how long it will take to load the game, everyone has diferent pc.

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  • #4, by ygmantellWednesday, 17. June 2015, 18:05 9 years ago
    I also was looking for something similar. Would it e possible to just do a spinning wheel to show that the game is still working rather than have crashed?

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  • #5, by afrlmeWednesday, 17. June 2015, 18:38 9 years ago
    The thing is that there's nothing in the data structure to signify that the game is loading or the loading percentage.

    The only make-shift solution to this is inside of an at begin of scene action for each playable scene to...

    1. have it display an object or interface with an image &/or animation that covers the entire viewport.

    2. hide the mouse cursor.

    3. add a pause value for about 30 to 60 seconds, before hiding the interface / object image / animation & displaying the mouse cursor.

    These steps might give the system enough time to load the scene if you have used preloaded animations - without preloading your scenes should load quicker as animations will only load when you call them, but they could lag when loading them depending on how big they are & how many frames they contain, so... (different machines will have different loading times - it's hard to predict).

    Really, it's all about optimization & finding the methods that work best for optimizing your game, to make it load & run as smooth as possible on various different machines.

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