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Making minigame - how2 prevent early finish line?

Archive: 7 posts


OK so I've created a minigame that takes place in one room. The player with the highest score from hard-to-compete-for score bubbles, wins.

My question is what can I do to prevent the players from skipping the game and running to the finish line? My ideal scenario would be for the game to be over after a timer (maybe 3 minutes) runs out.

Any help is appreciated!!
2008-11-07 07:20:00

Author:
dc_
Posts: 11


Make a dissoluble wall that keeps players in the room. To make the timer use a series of pistons that will activate the next one once it finishes its movement. This can be done by attaching a magnetic key onto a block on the other end of the piston. In your case (3 minute timer) you should use 4 pistons with each one set to take a total of 90 seconds to complete its movement. The first piston should be started at the same time the mini-game is. All of your switches that will control your timer should be set to direction.
Hope this helps and if it isn't quite clear I can make a demo level.
2008-11-07 07:52:00

Author:
Trader Sam
Posts: 92


Thanks, good idea. I'll go tinker with building this.

So your idea is to have the pistons take 3 minutes to finish moving, at which point the wall dissolves? I think I can do that.. I'm concerned about how to get the pistons to start at the same time as the minigame but ill see what I come up with.

thanks again~
2008-11-07 21:41:00

Author:
dc_
Posts: 11


I just published a demo level.
Name: Timer demonstration by Trader Sam
Location: Greenwich England, Would anywhere else be appropriate for a demonstration on time?
2008-11-07 22:33:00

Author:
Trader Sam
Posts: 92


lol@greenwich

I just visited. good mechanism, thanks for giving it away. I'll definitely put this to good use.
2008-11-07 22:55:00

Author:
dc_
Posts: 11


Keep in mind that the time it takes to trigger is half the "time" setting on the tweak menu. Also remember that the longer you make the piston the more accurate the timer can be.
------------------
On an unrelated note I am going to make a few "Tutorial" levels that further demonstrate how to accomplish some solutions for some of the more complex level design problems. These levels will be downloadable so that users will be able to see the wiring that makes it all go.
2008-11-08 00:48:00

Author:
Trader Sam
Posts: 92


ah useful info again, thanks.

good idea with the extra tutorial levels. helps the forum goers.
2008-11-08 03:39:00

Author:
dc_
Posts: 11


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