Home LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run LittleBigPlanet 1 [LBP1] Help! [Archive]
#1
Different "endings"
Archive: 5 posts
This might prove to be somewhat out of my current depth as a creator, but I'd like to know. I played a level once (I believe it was a Silent Hill-related one) where the end scenario supposedly differed depending on factors like the time you took to get through the level and whether you made it in one try or died somewhere along the way. How do you do that? If this question has already been asked/answered somewhere else, feel free to just point me thither. | 2010-06-11 20:09:00 Author: UULibrarian Posts: 5 |
Well depends on what you're trying to do, like what would decide what ending the player has, because there are many ways to do so m8, so what are you trying to do specifically? | 2010-06-11 20:19:00 Author: Silverleon Posts: 6707 |
the only thing I can think of is lots of logic. A timer circuit that dose different things as it moves down its timeline to trigger different events. Multiple colored triggers on a a group of enimys that if not all are gone it activates other sets of logic. The number of death thing is a tricky one. The only thing I could think of is they rigged up some kind of countdown perminent switch set up each time a check point gate is used. I know ive done this on one of my levels but the check point was off to the side and player had to fall over the trigger area to activate it useing a player activated switch. Im not sure if attaching a mag switch to the opening door or a check point would move the switch enough to trigger it that way, Ive never tried it. | 2010-06-11 20:31:00 Author: OutcastZeroOne Posts: 139 |
the only thing I can think of is lots of logic. A timer circuit that dose different things as it moves down its timeline to trigger different events. Multiple colored triggers on a a group of enimys that if not all are gone it activates other sets of logic. The number of death thing is a tricky one. The only thing I could think of is they rigged up some kind of countdown perminent switch set up each time a check point gate is used. I know ive done this on one of my levels but the check point was off to the side and player had to fall over the trigger area to activate it useing a player activated switch. Im not sure if attaching a mag switch to the opening door or a check point would move the switch enough to trigger it that way, Ive never tried it. Hmm. Interesting . . . *is baffled* I'll get to that level of skill eventually, I'm sure. No use getting ahead of myself. It just continuously amazes me what's possible, y'know? | 2010-06-11 20:37:00 Author: UULibrarian Posts: 5 |
just wait till LBP2 and we can shrink all that logic into a tiny circuit board! | 2010-06-11 20:48:00 Author: OutcastZeroOne Posts: 139 |
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