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Question on Sackbots

Archive: 15 posts


All right, say someone wanted to make an rpg game in lbp2. If they wanted to have their character upgradable etc, they would need to make a sackbot with at least some logic no? Due to thermo, I'm guessing that a substantial rpg game would take more than one level, in which case you would have to use that new level-linking system. So, say if the main character is a sackbot and, after one level in the game, the sackbot's logic has a counter 3 for fighting. When they are transported to the new level will that sackbot's counter reset to 0, or will it stay at 3? If it resets, I do not see how anyone can plan on making a lengthy rpg game. Thanks.2010-12-14 03:33:00

Author:
macy_11
Posts: 21


Oh cocky are we?

Well if that is the case the simple way to fix that would be a stickering system that allows them to create a new sackbot with the same stats as the old one, and while this would jar people out of the game play, it would effectively fix the problem.
2010-12-14 05:29:00

Author:
LukeCF
Posts: 790


it will just reset sadly but who cares the thermometer in lbp2 is huge even in the beta 2010-12-14 05:34:00

Author:
Lgjoka2002
Posts: 538


oh, thats a bit dissapointing i was loking forward to playing some huge rpg levels. all right, thanks guys.2010-12-14 23:11:00

Author:
macy_11
Posts: 21


There are methods in development that allow you to transfer information through level links in the form of score. I can't find the threads they're being discussed in or I'd link them to you, and I'm not sure how the scoring system across linked levels works after the latest patch, but there's definitely something there.2010-12-14 23:30:00

Author:
Holguin86
Posts: 875


Cool, so there's still hope. I'll try to find those threads, thanks.2010-12-16 22:09:00

Author:
macy_11
Posts: 21


I still think it's possible. If, when you started the game, it asked for a "code" of some sort. For example - say there are 2 categories, and 5 possible Levels to each category. That's (10?) different combinations. So, if you created a "code" that you would enter at the beginning, - each code specific to a different mixture of levels, and you gave that code to the player before he left the game previously, then he could just re-enter the code in the menu, and have a character with the same stats?2010-12-17 00:50:00

Author:
standby250
Posts: 1113


standby's method is the best way that i have used - although it took me a long time to work out how to make a proper coding system and even longer to think of ten combinations of the right face buttons lol

there is another method that rtm223 and upsilandre have demonstrated, which uses giving points and then sensing the players score to transport information since score is the only thing that carries across level-links.

using what standby described could easily be manipulated into some kind of gameplay mechanic at the beginning of a level so as not to jolt the player out of the mindset of the level. for example you could have your character putting a code into a computer which opens a door, but is secretly a way of transferring information, or if the level was more steampunky he could be working on a clock or any of a million ways to incorporate it into your style/genre.
for me this method is the best we have right now and i hope to utilise it when i start making full levels in retail.
2010-12-17 15:14:00

Author:
Skalio-
Posts: 920


Couldn't you use the points as money or EXp then when people level up give them a sticker that they equip, then in the next level they will still have said stickers and can their for keep their levels.2010-12-17 16:00:00

Author:
I_PUNT_KNOMES
Posts: 42


Well thats is solution, but not very comfortable for player2010-12-17 16:05:00

Author:
Shadowriver
Posts: 3991


Couldn't you use the points as money or EXp then when people level up give them a sticker that they equip, then in the next level they will still have said stickers and can their for keep their levels.

Like Shadowriver said, it's quite uncomfortable and inconvienient for the player - such as, what if they have community objects turned off, or they don't want to clutter up their objects? It's much easier to give them a preprogrammed code, which they can then write down on a piece of paper, and enter it next time.
2010-12-17 16:27:00

Author:
standby250
Posts: 1113


you guys realise that stickers and codes aren't mutually exclusive, right? 2010-12-17 16:29:00

Author:
rtm223
Posts: 6497


Well... yeah...2010-12-17 17:45:00

Author:
standby250
Posts: 1113


Cool, so there's still hope. I'll try to find those threads, thanks.

18 bit inter-level transfer
http://beta.lbp.me/v/zs3w
2010-12-17 23:02:00

Author:
upsilandre
Posts: 12


thanks a lot you guys, looks like there will be awesome rpg levels to look forward to after all2010-12-17 23:13:00

Author:
macy_11
Posts: 21


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