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#1

Incremental creator entry points

Archive: 4 posts


Would it be nice to have numbered entry points while creating instead of having to move your entry around all the time to enter at different points while testing and fixing.
They could be sequentially numbered as you insert them at strategic locations and then when you switch to play mode you would be prompted for the number of the entry to pop in at.
These would only be available in create mode and not get included when the level is published.

Ted
2010-06-17 15:54:00

Author:
Muskwa_1
Posts: 213


This would be great, it's always a pain to have to play through the entire level to get to the bit you want to play, and the ways of avoiding that in LBP1 are just too much effort to be worth it.2010-06-19 19:51:00

Author:
resistance1
Posts: 812


How about an "Editor's Spawn Point" that has no physics, but once placed in Create Mode, deletes any other Editor Spawn Points. It overrides any regular spawn points that are in the level, and while playtesting that will always be where you spawn from.

However, it will not show up in a published level.
2010-06-19 19:55:00

Author:
Tyler
Posts: 663


There is already a way to do this; attach an inverted grab switch to the checkpoint to spawn at, attach the wire to the checkpoint. Make sure the grab switch is set to on/off. When you switch to play mode, you will spawn at this checkpoint.

You can switch the grab switch to non inverted or just delete it when you want to publish, because checkpoint's aren't grabbable.
2010-06-19 20:54:00

Author:
Richasackboy
Posts: 619


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