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How do I reward players for faster level completion... ideas?

Archive: 7 posts


I have a level I'm finishing up, and I would like to retroactively add a scoring system to it that rewards the player(s) for faster times (kind of like a race). What would be the best way to do that?

I just thought about this while at work... but I'm assuming that you cannot trigger a race gate offscreen with a remote switch... so, what would be some nice alternative?

In summary, you start the level, and the faster you complete it, then the more points you should get at the end (in addition to what you collect during). I may be able to add a race gate, if I add an 'intro' section to the room where you pass a race gate (and I'm considering it), but I would like some other ideas to kick around on how to achieve this goal without the gates...

Thanks!
2010-06-28 15:41:00

Author:
SledKnight
Posts: 93


Alright, what I think would be the easiest way, is to emit all of the score bubbles when the player enters the level. Give each bubble, (or group of bubbles), a different lifetime, so that after a period of time the bubbles will disappear.



That's as easy as I can think of right now. I'm sure there are plenty of other ways to do it, most involving some logic.

If you need anything else, feel free to ask!
2010-06-28 17:45:00

Author:
Frinklebumper
Posts: 941


Another idea would be to put emitters at the end of the level that fire out point bubbles. Have a different length piston w/mag switch on each emitter and when the mag switch is made, the emitter is removed/killed. This way the longer you take, the less emitters are left to emit X amount of point bubbles.

Connect the points bubbles to a player sense to sense players standing under the emitters and that the the emitters fire 0.1 seconds apart.

If you do this, a cool idea would be to hook up a sound that goes off that you hear for each emitter that is removed.
2010-06-28 18:05:00

Author:
RSQViper
Posts: 302


How about you make a room full of score/prize bubbles at the end, where the door to the room is open at the start of the level, but closes after a certain period of time. You could do this with a mag key on a long slow piston that once fully retracted triggers a mag switch and closes the door. Or you could alternatively have a slow rotating wheel/mag key/mag switch combo connected to a paintball counter. Upon each full rotation the mag key triggers the mag switch and a paintball is emitted. X amount of paintballs will eventually trigger the paint switch that closes the door.2010-06-28 19:12:00

Author:
Ungreth
Posts: 2130


Emitter with paintball in it,
shoots only once at i.e. each minute.
use paintswitches, first set to 1, last set to 5.
Make each paintswitch close a "valve" or "door".
after 5 minutes, all doors are closed and you will not be able to get a highscore.
2010-07-01 15:19:00

Author:
Luos_83
Posts: 2136


Yeah I think the simplest way is just have a timer like this
__________________________________
|~~~~~~~[]000000000000000000000000|
---------------()--------()---------()-------------
Kind of like that and each one of the magnet keys [the parenthesis] would hook up to permanent dissolve material on/off switch hooked up to emitters
2010-07-02 00:14:00

Author:
koltonaugust
Posts: 1382


If I were you I would take Frinklebumper's idea.
It saves you having to create any logic and it is easily modified.
2010-07-02 05:06:00

Author:
SR20DETDOG
Posts: 2431


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