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#1

Point Switch (Score Switch?)

Archive: 26 posts


I'm not one to look a gift horse in the mouth and make suggestions, but I had a thought when in create mode.

Imagine for a moment the possibilities for a point switch, or a score switch. A switch that activates when a certain number of points is reached. Now, I know what you're thinking: just simulate it with some PERM logic, but it would be awesome if an extension of this switch was an option to take away points when triggered. In this way, the point bubbles could almost act as currency within the game. This concept can be extended to allow bonuses to players who achieve a certain score (remember, the taking away of points would be an option).

Anyone else out there like the idea, or should I have just kept it to myself.

P.S. Who uses the the analogy of "looking a gift horse in the mouth" anyways?
2009-07-24 22:21:00

Author:
comphermc
Posts: 5338


RPG levels would be able to thrive if this was introduced; we wouldn't have to use a proxy coin mechanism and accessing the menu wouldn't require an in-game object, just a tap of L1.2009-07-24 22:51:00

Author:
Shermzor
Posts: 1330


RPG levels would be able to thrive if this was introduced; we wouldn't have to use a proxy coin mechanism and accessing the menu wouldn't require an in-game object, just a tap of L1.

Menu? I don't think it's necessary, but still....
2009-07-24 22:56:00

Author:
comphermc
Posts: 5338


There are ways to simulate this, but depending on the scope of your level, it's impossible to get a radius big enough to cover the whole play area and keep all the points in view, let alone do it with ALOT of points in different combinations... also, if you want tiered results, you only have so many colors of switches and keys to work with and getting combined results for ALL points in the level would never happen. You could only give rewards based on # of purple key points obtained, in different variables with different colors - doable, probably, but one huge mess and probably never as seamless as just being able to tab points to something or having a single switch that can detect the entire grid and all it's points with customizable counts... or simply select a point count in the scoreboard for scoreboard prizes, that way rewards for combos could be given too, as I don't think it would ever be possible to track or calculate multiple players chaining points in different combinations at different times.

Good idea, I think.
2009-07-24 22:56:00

Author:
Unknown User


I like this idea a lot. You could make a different version of the scoreboard drop for players who got more than a certain score, giving them different prizes. This would also be great for survival challenges. If you want the player to progress to the next difficulty stage in your survival challenge when they get a certain amount of points, rather than on a set timer, this would be perfect.2009-07-24 23:34:00

Author:
BSprague
Posts: 2325


Wow, I didn't even think of the implications for a survival challenge - good call BSprague. That would put an interesting spin on the tried and true methods currently being used.2009-07-24 23:41:00

Author:
comphermc
Posts: 5338


Yes, yes, yes, yes, yes. Awesome idea. Tons and tons of possibilities there. I hope we see it eventually.2009-07-24 23:52:00

Author:
ConfusedCartman
Posts: 3729


Yes, yes, yes, yes, yes. Awesome idea. Tons and tons of possibilities there. I hope we see it eventually.

Ha ha, not 6 yes's?
2009-07-24 23:58:00

Author:
comphermc
Posts: 5338


This is a cool idea, i could even be used in survival challenges (even though i suk at those) to activate lots of prizes, also if u attatch a floaty with a mag key on it to the points then make it invisible by shrinking it and mag switch on the top of the playing area then this mite work without needing lots of different color switches and stuff, that hypothetical i havent tested it yet 2009-07-25 00:05:00

Author:
springs86
Posts: 785


This is a cool idea, i could even be used in survival challenges (even though i suk at those) to activate lots of prizes, also if u attatch a floaty with a mag key on it to the points then make it invisible by shrinking it and mag switch on the top of the playing area then this mite work without needing lots of different color switches and stuff, that hypothetical i havent tested it yet

Or just put the mag keys on the bubbles themselves, and put them near inverted key switches. However, it's not easy to keep a running total of the amount, and it wouldn't keep track of combos, as Ninja pointed out above. I did preface the initial post with the fact that you can fake it, but it's very finicky and logic intensive. This would simplify things greatly.
2009-07-25 00:11:00

Author:
comphermc
Posts: 5338


I can actually see how it could be done too:

It would be in the tools bag obviously, and when selecting it, it would be a point bubble with a wire on it. For a tweak menu, it would have the following:

Output (On/Off, Directional, One-Shot)
Point Value (A number from 10-1,000,000, or maybe even more, because you can get up to 4,000,000 with 4-players)
Comparison Factor (Greater Than, Less Than, Equal To, Not Equal To) - We can exclude "Less than or equal to/Greater than or equal to, because you can simply change the point value by one. This saves from cluttering up the menu
Visible (Check or X)

When active, the bubble would glow.
2009-07-25 00:13:00

Author:
BSprague
Posts: 2325


Nice additions, there.

It's too bad none of these ideas ever get picked up by MM.
2009-07-25 00:22:00

Author:
comphermc
Posts: 5338


On my menu thing:

I meant that with points you can just press L1 and see your score top left but with proxy currency you need to actually build your own counter for how many points the player has.
2009-07-25 09:20:00

Author:
Shermzor
Posts: 1330


On my menu thing:

I meant that with points you can just press L1 and see your score top left but with proxy currency you need to actually build your own counter for how many points the player has.

That can get incredibly tedious in large levels. So this is a great option because in levels like survival challenges, it's impossible to tell how many points the player has. I doubt anyone will be able to make a system that can count points and factor in combos and deaths and such.
2009-07-25 12:12:00

Author:
BSprague
Posts: 2325


Can't you just put proximity switches on all points and hook them up to some dissolve. Every time you collect a bubble a piece of dissolve disappears and a block with a magnetic key switch falls a bit lower. Every few blocks you have a magnetic key that triggers a different bonus.2009-07-25 12:22:00

Author:
Syroc
Posts: 3193


Can't you just put proximity switches on all points and hook them up to some dissolve. Every time you collect a bubble a piece of dissolve disappears and a block with a magnetic key switch falls a bit lower. Every few blocks you have a magnetic key that triggers a different bonus.

That works, but it's not thermometer efficient and it's very tedious to implement in large levels. Also, it doesn't work for survival challenges.
2009-07-25 12:44:00

Author:
BSprague
Posts: 2325


Not to mention that it doesn't work for combos - you'd have to space the points so that you can't get any combos at all, and thats not fun, it doesn't work with emitted points, plus it won't work for more than about 20 points bubbles because your dissolve will just start bouncing like a crazy loon as the stack falls, which will mess up you outputs and probably break the dissolve. to do it using logic you'd probably want a paintball emitter counter, and that is really asking for thermogeddon.

I like BSprague's implementation, keeps the interface very simple, yet versatile - very LBP-y
2009-07-25 12:51:00

Author:
rtm223
Posts: 6497


A very good idea! This could completely change lbp levels.2009-07-25 12:58:00

Author:
Leather-Monkey
Posts: 2266


This is a cool idea for one big reason.
It's thermo friendly, using a lot of prox switches and perma logic will dumb down your level's thermo a lot.
2009-07-25 18:31:00

Author:
OmegaSlayer
Posts: 5112


It's a good, creative idea.2009-07-27 15:15:00

Author:
dcf
Posts: 468


Wow, nice idea. MM should have one.
It's better if they let us use switches on the bubbles.

[/sarcasm]
2009-07-27 15:23:00

Author:
Unknown User


Wow, nice idea. MM should have one.
It's better if they let us use switches on the bubbles.

[/sarcasm]

What are you getting at? You can put switches on bubbles.
2009-07-27 21:03:00

Author:
BSprague
Posts: 2325


You know, with combos aside, putting magnetic keys on the points would work. Just collect all of the magnetic keys in the area, and cause an inverted magnetic switch to activate.2009-07-27 21:22:00

Author:
Xenifus
Posts: 306


Nice idea. It'd have a lot of possibilities in LBP. Plus it'd be good for survival challenges.2009-07-27 21:51:00

Author:
lk9988
Posts: 1077


You know, with combos aside, putting magnetic keys on the points would work. Just collect all of the magnetic keys in the area, and cause an inverted magnetic switch to activate.

That's assuming the player collects every single bubble. We are talking at certain amounts of bubbles collected, not every one. And if the player misses one, its tedious to have to go back and search for it.
2009-07-28 03:59:00

Author:
BSprague
Posts: 2325


I think the confusion here is that people don't understand that I'm suggesting a switch that detects the player's score, not just the number of bubbles they've collected. In this manner, combos and death penalties are calculated into this. If I used the old mag key on a bubble trick, but then die a thousand times, it would have the same outcome as collecting all the bubbles and acing the level (even though the final score would be vastly different).

I tried to change the title a little by adding "(score switch?)", but I hope this makes everything clearer.
2009-07-28 04:05:00

Author:
comphermc
Posts: 5338


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