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#1

Currency system in a zombie defense level?

Archive: 12 posts


I need help using the paint based counter logic.I created a currency system where it emits how much points you have(I made a hud with the sackboy tracker)

I wantwhen you kill a zombie,it triggers the emitter on the $ system but don't know the "efficient" way how.Could magnetic keys work?
2010-08-23 08:17:00

Author:
PatriotEyez27
Posts: 34


I made a zombie level with a pretty good currency system about a year ago now. What you should do is make it so that when you kill a zombie, it emitts a invisible mag key. Then have a mag key switch attached to the HUD (Set it to ONE-SHOT(). Then simply attach that to your Currency System.


EDIT: This should go under Help! Not Tutorials.
2010-08-23 08:36:00

Author:
Limesta-
Posts: 559


WOW

I just posted this thread,went back to figuring it out in LBP,I thought of putting the mag key and come back an hour later hearing this from you

Thanks,I'll go check out your level aswell. and sorry I put this here,I was in a hurry so I found the section with less than an hour since the last post
2010-08-23 09:36:00

Author:
PatriotEyez27
Posts: 34


Devonushka has what you're looking for:
"EPIC Zombie Apocalypse"- http://www.lbpcentral.com/forums/sho...747#post542747
2010-08-23 12:54:00

Author:
Jedi_1993
Posts: 1518


I added him,he was going to show me but when we try to party up we get the "failed to connect players" error.We tried everything,I had to quit the game and restart my PS3 ...

btw Limesta-

I liked your zombie level I have a new problems,not enough zombies spawn,thus harder and LONGER to get points to open/buy stuff

I liked the HUD though with the clock,nice touch.Good level overall
2010-08-23 14:35:00

Author:
PatriotEyez27
Posts: 34


Yeah, I couldn't add any more zombies to my level because the thermo was at it's limit.
It was my first Actual level, so I didn't know much about how to keep the thermo down.
2010-08-23 14:50:00

Author:
Limesta-
Posts: 559


Yeah, I couldn't add any more zombies to my level because the thermo was at it's limit.
It was my first Actual level, so I didn't know much about how to keep the thermo down.I played it and its kinda AWESOME
2010-08-24 06:16:00

Author:
SackBoy98
Posts: 588


http://img842.imageshack.us/img842/1002/logicforlbpc.th.jpg (http://img842.imageshack.us/i/logicforlbpc.jpg/)

That would be how i would think of doing it
2010-08-24 08:30:00

Author:
AssassinatorRFC
Posts: 715


http://img842.imageshack.us/img842/1002/logicforlbpc.th.jpg (http://img842.imageshack.us/i/logicforlbpc.jpg/)

That would be how i would think of doing it too small
2010-08-24 17:17:00

Author:
SackBoy98
Posts: 588


too small

Is this better?

http://img842.imageshack.us/img842/1002/logicforlbpc.jpg
2010-08-24 18:51:00

Author:
Aya042
Posts: 2870


Is this better?

http://img842.imageshack.us/img842/1002/logicforlbpc.jpgyes this is better
2010-08-24 22:08:00

Author:
SackBoy98
Posts: 588


I'm curious as to how the paint-based counter would work for points. Wouldn't it be impossible to subtract cash from the counter? As far as I know, the paint-based counter can only count in one direction.

You could use the 10-output toggle wheels to create a decimal counter. A one-shot input to the counter wheels would just add one point at a time, and every 10th point would add a point to another counter wheel for the tens place. You could also subtract points by setting off each decimal place a pre-determined amount of times. (Say you have 57 points, and a purchase costs 20 points. The purchase would trigger the tens place 8 times, which would put it past zero and then set it to 3, leaving you with 37 points.)

The only problem is LED displays tend to be pretty thermo-heavy, so you might have to simplify how you show people how many points they have.
2010-08-24 22:52:00

Author:
Rhombohedron
Posts: 25


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