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#1

Could you make the Score System into your health bar?

Archive: 33 posts


I really want to know if a simple system that uses score as a health bar is possible in LBP2. It seems like it would work.
Does this make sense?
http://img196.imageshack.us/img196/1561/scorehealth.png

Doing this by wiring up enemies that take away score and power-ups that give score seems much easier than messing with impact switches for individual enemies and items.
2010-09-26 22:28:00

Author:
Sack-Jake
Posts: 1153


Yup this should work! Just hook up an impact sensor (on your spaceship thingy) to a score giver, and make it so when the sensor is activated, it takes away X amount of points. Simple! Then, create a score sensor, so when the score hits 0, the ship explodes and it activates a game ender, shooting you to the scoreboard!

2010-09-26 22:35:00

Author:
standby250
Posts: 1113


Not exactly sure how it'd work, but it sounds do-able.2010-09-26 22:36:00

Author:
Matimoo
Posts: 1027


Yup this should work! Just hook up an impact sensor (on your spaceship thingy) to a score giver, and make it so when the sensor is activated, it takes away X amount of points. Simple! Then, create a score sensor, so when the score hits 0, the ship explodes and it activates a game ender, shooting you to the scoreboard!

Awesome. Just thinking about all the logic behind convential health systems with multiple enemies and ammunition types makes my brain hurt.
2010-09-26 22:44:00

Author:
Sack-Jake
Posts: 1153


Yes it's fully possible and thats very original idea that avoid ton of logic. Only problem i see is health packs if you want maximum HP, it's hard to detect exact score and give specific points to achieve specific score number.

rtm223 currently heavily playing with scoring system and control of it for unconventional use, so he will have more to tell here.
2010-09-26 22:44:00

Author:
Shadowriver
Posts: 3991


One problem I foresee is that obviously when you load the level, you will of course originally start with 0 points (for that short period in between you getting the starting amount of points), so you'd probably have to hook the rest up to an AND switch - if you see what I mean?2010-09-26 22:47:00

Author:
standby250
Posts: 1113


or use timer that will activate unlock (via AND gate) 0 score sensor after giving 100 points. Thas only detail, but whole idea is valid2010-09-26 22:49:00

Author:
Shadowriver
Posts: 3991


Hmm... How about this.

Let's say I enter the level and instantly get 100 points.
Later, I walk up to a box and the spaceship with the Controlinator spawns inside.
That way, the ship wouldn't even exist inside the level when the player is at 0 points.
2010-09-26 22:55:00

Author:
Sack-Jake
Posts: 1153


@Sack-Jake why you need to workaround like this? (or you really want to look like that) simply use logic to control it, you know that 0 is on the beginning, so simply don't monitor 0 score in such situation until there will be 100 points given, simple as that. Cutoff killing logic with AND-Gate2010-09-26 23:07:00

Author:
Shadowriver
Posts: 3991


Oh ok, I get it. I think it would still work either way considering I'm using this for levels where you have to find vehicles before you can use them.2010-09-26 23:10:00

Author:
Sack-Jake
Posts: 1153


You can always give the 100 pts once the player gets in the vehicle, and have a perm switch (or whatever works) that activates the kill function only once you get in the vehicle.

If you don't understand what I am saying I will try to reword it.
2010-09-26 23:18:00

Author:
TheAffected
Posts: 626


You can always give the 100 pts once the player gets in the vehicle, and have a perm switch (or whatever works) that activates the kill function only once you get in the vehicle.

The problem is, if you start out with 0 in a level then the vehicle will already blow up and activate the end of the level before you have time to even move.
Another alternative is starting the player in a Main Level where he receives 100 pts and then linking him/her to a sub-level with the actual meat of the game in it.
Another question: do sub-levels take up one of your 20 publishing spots on the Earth?
2010-09-26 23:23:00

Author:
Sack-Jake
Posts: 1153


Con of hole method is fact you need to sacrifice scoring system and hi-score table, or else you use health as basis of score for your gameplay in fact TheAdipose today published Uno game level that use score as health timer (-50 every few seconds)2010-09-26 23:26:00

Author:
Shadowriver
Posts: 3991


The problem is, if you start out with 0 in a level then the vehicle will already blow up and activate the end of the level before you have time to even move.
Another alternative is starting the player in a Main Level where he receives 100 pts and then linking him/her to a sub-level with the actual meat of the game in it.
Another question: do sub-levels take up one of your 20 publishing spots on the Earth?


Okay I will be back with an edit and a picture of how you can work around the ship disappearing.

I have heard that the sub level counts toward the 20.

EDIT: This is it... sorry about the quality no scanner. 24526
2010-09-26 23:28:00

Author:
TheAffected
Posts: 626


One small detail you may have missed, the score display disappears if you don't gain/lose points after a while.
So you could have a holo display (a bunch of if points = x, display x) above/below the ship. Or convert it to a bar if ya want.

Plus you may need something extra for motivation if you take away point bubbles.
Or maybe depending on how far you get, you recieve X amount of instant points @ scoreboard for X distance you travel. (more distance, more points).

Nice idea.
2010-09-26 23:28:00

Author:
midnight_heist
Posts: 2513


There could be little secrets to find that turn into 50 points each at the end of the level.2010-09-26 23:41:00

Author:
Sack-Jake
Posts: 1153


Don't worry about it! It'll work quite simply - I'm probably just explaining it in a difficult manner. Trust me - once you discover how to use the LBP2 tools, you'll find a way to do this pretty quickly. Guaranteed!

2010-09-26 23:52:00

Author:
standby250
Posts: 1113


Sure, but then you can't use Score as... well, as a scoring system.

I prefer to use blocks of Hologram and a selector, but that's just me.
2010-09-26 23:55:00

Author:
alexbull_uk
Posts: 1287


I prefer to use blocks of Hologram and a selector, but that's just me.
You probably can't fit a 100 little blocks onto your vehicle somehow though.
This way could be more like having a health percentage, perhaps I shouldn't have used the word "bar."
2010-09-27 00:42:00

Author:
Sack-Jake
Posts: 1153


You probably can't fit a 100 little blocks onto your vehicle somehow though.
This way could be more like having a health percentage, perhaps I shouldn't have used the word "bar."

Well an even easier way would be to use a counter that counts down from 100, then. It's less "home-made" but you get the visual and logic side of your health meter all finished in one simple gadget.

But the fun thing about LittleBigPlanet is that you can create your level how ever you want, so if you want to use score as a health bar, I say go for it!
2010-09-27 00:45:00

Author:
alexbull_uk
Posts: 1287


Yea, you can make level with health based on score, like that Uno level2010-09-27 00:55:00

Author:
Shadowriver
Posts: 3991


Yes... How would you get a "highscore" on the level then, if you die when it goes to zero - then nobody can have a highscore?

Unless....

Based on the time you were alive, when you die, you go to a room where points have acculmulated for how long you were alive for. Then, the longer you stay on, the more points you get, so then getting the highscore is more possible. Waddya think?

2010-09-27 01:23:00

Author:
standby250
Posts: 1113


or make the level ace-able. to be able to make your life bar post-able for the high-scorable. which should be do-able.2010-09-27 01:41:00

Author:
jiamind
Posts: 19


I have no idea.
Honestly, in a non-competitive level would a score really matter anyways?
Some people may be big into score-chasing and stuff, but it would work for a story-driven single player level.
2010-09-27 01:42:00

Author:
Sack-Jake
Posts: 1153


It's do-able alright, but why not just use a counter?2010-09-27 02:14:00

Author:
Unknown User


It's do-able alright, but why not just use a counter?

To add or subtract varying amounts of "health" depending on what enemies/power-ups you encounter.
2010-09-27 02:38:00

Author:
Sack-Jake
Posts: 1153


It's do-able alright, but why not just use a counter?

Not to mention you can change style of, people still ill use custom hp bar, they aready doing it
2010-09-27 05:04:00

Author:
Shadowriver
Posts: 3991


To add or subtract varying amounts of "health" depending on what enemies/power-ups you encounter.

ok, I see the limitation.
2010-09-27 05:17:00

Author:
Unknown User


It's do-able alright, but why not just use a counter?




To add or subtract varying amounts of "health" depending on what enemies/power-ups you encounter.ok, I see the limitation.

Actually, the limitation of counters really is:


To add or subtract varying amounts of "health" depending on what enemies/power-ups you encounter.

You can comfortably increment / decrement a counter at will, but to subtract 10 from it requires pulsing, which takes time, and other damage in the meantime may be masked.

@ the OP: It's an interesting concept and certainly doable as people have mentioned. The only issue is putting a ceiling on the value... (i.e. if you collect a health pack and you are near maximum health, then how do you stop it going over? As ever, an issue that can be resolved in a number of ways, inlcuding detection that you've gone over and simply deducting points until you drop back below the threshold.
2010-09-27 10:28:00

Author:
rtm223
Posts: 6497


To me, the roof doesn't seem too hard... let's assume the roof is 1000 pts.

When you get over 1000 pts, a switch that activates at 1001 or more pts goes active, substracts 1,000,000 pts and adds 1000 pts. You just have to disable the destruction for that moment
...or perhaps you get a SHIELD for a while as an added bonus if you get more than max HP!

---

And having different scores doesnt seem too hard either... when you get to the end of the level, but before you go to the scoreboard, the game substracts 1,000,000pts, setting your score surely to 0.

While the player plays the game, a not-too-complex logic system saves every action that triggers a score reward, but doesn't give the score rewards yet, but...

...you guessed it, in the end of the level, after setting scores to 0!

Doesn't feel too complex, but I'm not in the Betawz...
2010-09-27 19:13:00

Author:
Unknown User


coasterfreak1235, you may be on to something. I'm sure that with counters or something you'd be able to fashion a way of storing points until a later time (ie- at the end of the level).

I really like this idea. It needs making!
2010-09-27 19:41:00

Author:
alexbull_uk
Posts: 1287


http://www.youtube.com/watch?v=Ju3SPzVXu742010-09-27 23:17:00

Author:
Hawk14
Posts: 105


To me, the roof doesn't seem too hard... let's assume the roof is 1000 pts.

When you get over 1000 pts, a switch that activates at 1001 or more pts goes active, substracts 1,000,000 pts and adds 1000 pts. You just have to disable the destruction for that moment
...or perhaps you get a SHIELD for a while as an added bonus if you get more than max HP!

---

And having different scores doesnt seem too hard either... when you get to the end of the level, but before you go to the scoreboard, the game substracts 1,000,000pts, setting your score surely to 0.

While the player plays the game, a not-too-complex logic system saves every action that triggers a score reward, but doesn't give the score rewards yet, but...

...you guessed it, in the end of the level, after setting scores to 0!

Doesn't feel too complex, but I'm not in the Betawz...

An upgrading idea to that: If you set the "ender" score to... say, 10, then you can set the scores via 0 and you don't need to do any temporal disablements.
2010-09-28 19:53:00

Author:
Unknown User


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