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#1

A different kind of bomb level...

Archive: 6 posts


I had an idea a while ago, but I'm not sure how I would pull it off. So, I thought I'd put something about it here and see what you guys think. So, here goes...

I'm not sure how (or even if) this would work, but I had an idea of making a sort of continue system in a bomb level. Because I think one of the lamest things about these bomb levels, besides them being everywhere, is that you get one shot. So I had an idea that every X bombs (where X is a number that increases incrementally every time it is activated) a sort of token thing appears, likely made of dissolve, that when you grab it activates a checkpoint above the level, and when you die you'll respawn there instead of over the start gate. The hardest part for me would be making them stack so that you can have like 6 continues all at once.

What do you guys think? Good idea, or not? (It's not likely I'll be making this either way, it's just an idea that I had)
2009-07-27 20:42:00

Author:
dandygandy2704
Posts: 1002


Just have it emit an activated checkpoint at each stage, and then destroy each one as you come through it. It would be pretty tough - so good luck.

As to what I think... Hm, I really don't want to see any more bomb levels, as the concept has really run dry. Don't let me persuade you, though, as it's your time and your creative vision.
2009-07-27 20:46:00

Author:
comphermc
Posts: 5338


Like I said, I'm not sure I'll ever make this level, it was just an idea I had. And I know about emitting activated checkpoints, which was what I would have done, but I wasn't sure how I would get more then one to "stack" so to speak. As in, if you get five checkpoint tokens and then die once, you'll still have four more checkpoints.2009-07-28 01:24:00

Author:
dandygandy2704
Posts: 1002


Like I said, I'm not sure I'll ever make this level, it was just an idea I had. And I know about emitting activated checkpoints, which was what I would have done, but I wasn't sure how I would get more then one to "stack" so to speak. As in, if you get five checkpoint tokens and then die once, you'll still have four more checkpoints.

Each emitted checkpoint has it's own built in crusher, activating on a timer triggered by a prox -> perm -> slow crush

slow crush so you don't die when you spawn.

You will need to determine your own way of ensuring that the emitting of the emitted checkpoints don't interfere with one another.
2009-07-28 01:51:00

Author:
rtm223
Posts: 6497


Methinks it wouldn't matter which checkpoint takes precedence as long as you respawn and each checkpoint only triggers its own destruction. Regardless, my understanding is that you will respawn at the nearest activated checkpoint (it may not be perfect, but that's the logic behind it). Remember, though, finish gates are activated checkpoints by default, so that's where it would get tricky (and what I meant by my initial post).2009-07-28 03:55:00

Author:
comphermc
Posts: 5338


By "interfere" I meant stop each other from spawning2009-07-28 09:06:00

Author:
rtm223
Posts: 6497


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