ID:167013
 
I want to teleport from one game to another.

Game at has a portal to game b

Portal go's to portal 2 but a totally differnt game.

That way I can create one game built around 5 other games,this would be so that way I can by pass the limitations to byond.

Each Proverence will be its own game, that way I can add many more objects then if it was all in one game.

Does this make any sense to anyone lol,anyways can byond do something like this?


Yes. link() They will need to just click Yes, or Okay.
In response to Justin B
Thanks for the Reply

In response to Justin B
That would just log the player out of the current world and enter the other world (without transfering the character's vars, etc.). I think he's trying to move from game to game character-wise.
In response to Vizuke
Yes. You would need to do some kind of server-server transfer, use world.Export() and communicate with the other server, or client-side saving.
In response to Justin B
Yeah 2 post explains what Im trying to do.I want each Kingdom part of a differnt game, yet they are linked togeather to create a larger game, kinda like when zoning in most MMORPG's. So that way I can add much more then I could to one Zone becuse the whole game is that zone.

I read somewhere that a byond game can only handle so many objects, well my game is going to be a large game, and only way I see getting pass the limitations of byond is to do it this way.
In response to Corvox
Well, *theoretically*, a map thats full size (1000x1000) could hold around 65536000000 objects. I'm probably wrong, but I figured, since BYOND's list size limitation is 65536, and *I think* a list is used for each area/turf, whatever, on the map that contains everything currently on that area/turf. So, take a map size 1000x1000, thats 1000000 tiles, 1000000*65536 = 65536000000.


So if I'm correct (and I'm probably not), you could have around 65536000000 items on a 1000x1000 map. If you need more room then THAT, then you don't need BYOND.


But, if you absolutely must do what you want to do (which is probably annoying to the player), you'd use startup() to start the new world up, and shutdown() to shut it down. I don't know how you'd transfer the player though. :-)
In response to Koil
*dies*
In response to Koil
Koil wrote:
Well, *theoretically*, a map thats full size (1000x1000) could hold around 65536000000 objects. I'm probably wrong, but I figured, since BYOND's list size limitation is 65536, and *I think* a list is used for each area/turf, whatever, on the map that contains everything currently on that area/turf. So, take a map size 1000x1000, thats 1000000 tiles, 1000000*65536 = 65536000000.

No.
In response to Soche
Fine. After testing, the limit is 65536.
In response to Koil
Koil wrote:
Fine. After testing, the limit is 65536.

The winner is.. *drum roll*

Soche!
In response to Koil
Koil wrote:
Fine. After testing, the limit is 65536.

The limit is actually 65535 (2^16-1), the size of a 2-byte unsigned short integer. This applies to all objects excluding turfs, for an obvious reason.

~~> Unknown Person
In response to Unknown Person
I see then, it may be alittle anoying, but I think players will not mind it due to the game play.

I am basically trying to make a game based on clan warriors and castle ownership

A player vs player game.I remember playing DaoC and never minding the load times it took to load new maps.

Me and my brother have been working on this game for sometime now,but Are HD crashed and now we have to start over, so we are chaging the idea of the game to this.

but alot of the code was saved, just lost all the art work and I gotta redo most of it(even thought im not great at it, it will all be orginal art)