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Bluedot City (unique zombie survival game) BLUEDOT CITY 2 OUT NOW!
Archive: 49 posts
EDIT: Sequel out now! all the features of Bluedot advanced with better zombies, and an awsome new three section level, find it at: https://lbpcentral.lbp-hub.com/index.php?t=48743-BlueDot-City-2-Downtown-%28the-return-of-the-unique-zombie-surival-game%29 thanks again for the plays guys, feeback on the new version apreciated (dot-logic available as gift) The basic concept is that rather than having a ma full of 'zombies' and just walking round shooting things for points, instead have a real zombie outbreak in a crowded city. The game starts with just one Zombie (and 199 living), it will stumble around and attack any near by living, the living will flee when a zombie gets close, otherwise they just walk around at random, eventualy the whole city will be zombies, the question is, how long can you stay alive? It might seem easy at first, but as more and more dots get turned things start to get alot harder! Hide in buildings to take advantage of doors, doors open and close for the living but not the dead, however two or more zombie dots can break a door down given time (note: nearby zombies will actively attack the doors of any building the player is in) or try and out run the zombies by holding X to sprint a short distance. The longer you live the more points you score, 2000 (now 3000) points wins you the dot logic UPDATE: now includes key to multiplayer mini map! try and out live your friends! --- I've tried to keep the sound and visuals simple but still give a sense of atmosphere, any feedback on the sound/visuals would be great, but like i said, simlple, so some things are never going to change (they will always be dots!) Please let me know of you encounter any bugs (i've had a few issues with doors) I will always try to play and rate the levels of people who take the time to play mine. Thanks Cackfog http://ie.lbp.me/img/ft/07ed41600754426ae0d894f50762f1118c0a7992.jpg http://ic.lbp.me/img/ft/72cf4cd18c4062192ef2b7826db0da81b1acdd77.jpg http://lbp.me/v/xcg0mk | 2011-02-04 03:15:00 Author: cackfog Posts: 59 |
http://i5.lbp.me/img/ft/685181ff3d5f1ca1103c76feca7ff931b799c483.jpg | 2011-02-04 04:15:00 Author: cackfog Posts: 59 |
This sounds AWESOME! Will try it this weekend | 2011-02-04 04:20:00 Author: LukeCF Posts: 790 |
well 6 plays so far, come on guys! | 2011-02-04 12:00:00 Author: cackfog Posts: 59 |
Very nice and unique game play. Very solid idea and execution. I like the simple graphics, they fit perfectly together. The music has, after a few minutes really started to get on my nerves though and it feels way too repetitive. The Zombie Logic price-emitter (which you get at 2000 points) should be set to Emit Once, at the moment it keeps emitting at the price screen. (But since points are already rewarded, at least you're not getting any extra) It would be great if you could skip the intro, it's a bit long and if you're replaying it several times, like me, it gets a bit annoying. The zombie logic need some adjusting. I found the best way to survive for long was to kite the first zombie around before it infects anyone else, by doing so, noone ever gets infected and the game because rather easy. It's also possible to use doors to attract single zombies so they never chase after a humanoid target, and it's possible to make a zombie try to follow you through a wall, taking that zombie out of the equation if you just stand still having him on the other side. I would suggest that you use a timer for targeting, if a zombie can't get through a door, because he's solo, he tries looking for something else for a while. And if a zombie has chased the same target for X amount of time, he looks for another target instead. To show how the things I've stated can be abused, I'm putting a record up for 10K+ points (I did beat 2K without failing the logic though and just running around). I've trapped 2 zombies in a room, one's trying to chase me through a wall, the other is knocking his head towards a door. With timers active, they could probably have managed to beat down the door and started an aimless search for targets. Hearted and Yay:ed because of an awesome concept! =) My F4F level is in my signature. | 2011-02-04 15:10:00 Author: Nordh Posts: 25 |
Major update!! now includes HUD to show health, health and score pickups aswell as a whole new area and building and an increased population of 250, score target increased to 3000. Nordh: Thanks for the feedback (i'll give trash compactor a go in a minute), i've been teaching myself logic as i go, this has been my first real attempt at 'AI', not realy sure how i'd achieve what you suggest, wont they just re-select the same target? they just chase the nearest blue tag or wander around if theres none near by, all zombies however have an extra mover that should slowely take them towards the player, prehaps that needs tweaking, thanks again! Pic from update http://i1.lbp.me/img/ft/e518d3db31ffe700acd492073be10bc3f07462a6.jpg | 2011-02-04 16:20:00 Author: cackfog Posts: 59 |
very, very nice. original takeon the zombie idea, spent a bit of tme figuring out how to shoot before realising i couldnt heheh good job if you'd care to review on eof mine https://lbpcentral.lbp-hub.com/index.php?t=47674-New-Movie&p=761502 | 2011-02-04 16:29:00 Author: MuddledMuppet Posts: 115 |
wow this looks very creative, ill check this out soon. | 2011-02-04 16:41:00 Author: Bloo_boy Posts: 1019 |
cackfog, very impressive if it's the first AI you've built =) It wouldn't necessarily reselect the same target if you had a timer that disabled targeting for a while after it gives up a target. Then it would just walk around for a while, and hopefully be able to pick a better target after targeting has been re-enabled. | 2011-02-04 16:58:00 Author: Nordh Posts: 25 |
genius, i think i could make that work, ill give it a shot and let you know, also think i know how to improve the way zombies 'drift' towards the player so fingers crossed another updates on the way! one more thing, not sure how can make the intro skippable, it all runs of a sequencer thats needed to start the level, i supose i could put a selector in or something, hmm cheers dude Cackfog | 2011-02-04 17:05:00 Author: cackfog Posts: 59 |
just play testing imroved AI now EDIT: New AI up and running, zombies now give up after 5 secs and wander off to find a new target, any chance you could give it another go please Nordh? see if u can score 10'000 now lol! one concern is this might slow down the rate of infection, but it will take a few plays to find out, any feedback would be great especialy from people who played earlier versions, anyways, hope you guys enjoy my level Welcome to Bluedot City! Cackfog | 2011-02-04 17:26:00 Author: cackfog Posts: 59 |
I'll give it another test run during the weekend! Maybe later tonight after a few glasses of wine. I'm sure the AI will seem a lot more advanced then! | 2011-02-04 17:38:00 Author: Nordh Posts: 25 |
Wow cackfog, this is such a simple level yet so clever at the same time! A brilliant take on the zombie outbreak theme, i loved the style, and the idea of using coloured dots - im sure it was also a practical reason but its easy to follow along with. A couple of things i think that I would like to see: A safe house of sorts, maybe your hotel room, where you can bring back supplies (like health packs maybe? or food/energy drink for faster moving) that you collect. A more complex reward system, maybe something revolving around a timer based challenge, i.e. mini missions/objectives: "Objective 1 - Make it to X building on the other side of town to collect supplies, reward = X" "Objective 2 - Find X number of planks to board up windows, reward = x" Maybe second stories to some buildings where you are safe from zombies temporarily? The ability to earn passage through sub way tunnels or something similar - i.e. shortcuts in which zombies can't go to further areas? I could go on all day with ideas for you to use! I will keep checking back on this regularly to see how it improves because i am very excited about the concept! If you have the time, please check out my mini-game, link in my sig. | 2011-02-04 23:17:00 Author: Steve Posts: 134 |
hey steve, thanks for the play and feedback, glad you njoyed the level! i' looking to add abit more depth to the next level, including some of the things you suggested, how ever it has to be possible for the zombies to get you where ever you are, im looking at a concept where you can lead other survivors to safe areas and gain acess to better buildings (ie 5 survivors opens this door) and maybe some power ups, but thats mostly pipe dreams at the moment currently working on a 4 player mini map, Bluedot City: Hotzone | 2011-02-05 00:44:00 Author: cackfog Posts: 59 |
UPDATE: play Bluedot City and get the key to n all new multiplayer mini map "Bluedot City: Hotzone"! i was wondering if using level keys is a good idea, the mini-map is ment as an extra game mode to main level so i didnt want to post it on its own hope you guys enjoy the new map, thanks for all the plays and feedback, i'll unkock the versus map if it ends up getting ignored lol | 2011-02-05 02:23:00 Author: cackfog Posts: 59 |
Hmm only four plays on th mini-map, should i just unlock it? vote now people! | 2011-02-05 12:29:00 Author: cackfog Posts: 59 |
1. Don't double post to bump a thread unless you made improvements or a few updates. 2. I really like this level. I'll get right to the point with the suggestions Suggestions: - add a gauge that shows how much sprint you have left. Would be useful. - make it so that when you have full health picking up 2 more hearts would give you 2 extra healths (2 hit points). I had fun playing this and happily await more updates. Lots of love, blizzard! <3 | 2011-02-05 12:42:00 Author: blizzard_cool Posts: 752 |
Played it 2 more times, testing the new AI, and it was a great improvement having them lose their target every now and then. It meant I couldn't just camp out like I could before. I did beat your score, and I could have gone on a lot longer, but it was getting a bit tiresome It seemed to me that there's a point in the map, west of where you start, that zombies like to gather at. Not sure what makes them go there, but they were really stacked up 10 minutes into the game. I did notice it on both my tries, my first one only made it to about 5K score. The range of the "random target player and walk towards him"-AI needs to be increased I believe. (Not the chase one, that's good as it is). The way I managed to get such a high score was to find a somewhat isolated area with only 2 zombies in the SW corner and just kite them around in a circle. More zombies did make their way over there, but it did take quite a long time before it got too crowded. Once it did, I started exploring the map and found other areas like it. The X-button charge is a bit overpowered, it might be better if there's some sort of cooldown on it so you can only use it once every 10 seconds or so. Oh, and after 10 minutes listening to that song on repeat I'm about ready to just give in to the zombies to get it over with. It's not a horrible song, but it gets nerve-wrecking very fast. The versus level is nicely designed, but without anyone to play with it got boring quite fast. I'm not sure I like how the blue dots randomly turned green. I was just walking next to a blue dot and bang, it turned green and killed me =P | 2011-02-05 13:20:00 Author: Nordh Posts: 25 |
there has been an issue with the long range player finder, turns out i'd left a tag lying around in the middle of the level that was drawing zombies in, removing it at adding (on a trial basis) gaurd dots, light blue dots with extra health and roit shields, they will engage zombies over short distances and hold them at bay, but get overwhelmed quickly, about to publish these updates now cheers Nordh Cackffog EDIT: tested and works alot better now, zombies will find you WHERE EVER you go rather than clumping in the middle of the map, added gaurd dots and they seem pretty cool, i like the way they hold out for awhile before they get surounded, feedback on the gaurds would be awesome thanks everybody Cackfog | 2011-02-05 13:43:00 Author: cackfog Posts: 59 |
Playing it now, after i'm done i'll leave my feedback on your level reviews ok? In return could you check out my level in my sig? "when movies go wrong?" | 2011-02-05 16:52:00 Author: onaga666 Posts: 293 |
onaga i'll check it out mate UPDATE: implimented health upgrade as suggested by blizzard, now if you have full health and pick up a heart you gain a bonus 2 life, thanks for the suggestion, adds a nice little tweak to the gameplay (it did mean completely re-building the health logic tho lol, i need to keep my chips better organized lol) Thermo is now FULL so suggestions will be harder to impliment now, however im going to start working on a mission based sequel in the next few days, think i've got some nice ideas where to go next cheers guys Cackfog | 2011-02-05 16:58:00 Author: cackfog Posts: 59 |
omg epic. It's sweet you made a game based on the zombie infection simulator. Yes I know about that lol Only thing I'd say is a bigger map. I like the style and health and bonus pick ups and everything. Only suggestion I'd make is use the material thing and take the friction to zero on the walls. I think you made the dots out of fabric or something so I was sticking to the wall a little. Plus it'd probably help the zombies ai being able to slide along walls. | 2011-02-06 07:14:00 Author: Unknown User |
Hey let me say, I loved this, and can't wait to see what sorts of stuff you add to this later, but can I ask exactly how the thermo got full? I mean, it's not like you used massive amounts of material's or stickers? And another thing The multiplayer mini map... is mini. Why not use the main map and give it a multiplayer mode? Would you be kind enough to try out the level in my signature and give it some feedback? | 2011-02-06 19:35:00 Author: LukeCF Posts: 790 |
thanks for the plays and feedback guys! XanXic: is there another zombie infenction simulator? gutted if there is cus i built mine from scratch lol! the whole thing started out as an exercise in AI building and just sort of snowballed. As for friction all surfaces are set to zero, hmmm. Lukecf: The multi-player mini-map is limited in size due to the camara (the map is the size of a minimum zoom screen), if you (or anybody! lol) has any ideas on how to make a larger map work multiplayer im all ears. The thermo on the main map is filled with blue dots mainly (there are over 250!) each one has both sets of AI (blue and green) thanks again guys, i'm currently working on a new single player mini map (race) involving using fire to repell zombies, check back for regular updates oh and Luke i've had your level Q'd for a few days now just been pretty busy, promise ill get round to it soon and leave feedback on your thread Cackfog | 2011-02-06 20:11:00 Author: cackfog Posts: 59 |
i havnt played this yet, but i will tonight and to make it so people can have their own cameras in a bigger map, have the controlinator on a piece of holo and set it to 0% brightness to go invisoble and make the controlinator invisible aswell. put a follower tag in the holo and the tag on your dot and a game camera. because movie cameras forces everyone to have the same view but game camera doesnt, so there you go ps cant wait to play this | 2011-02-06 20:40:00 Author: artise Posts: 353 |
i havnt played this yet, but i will tonight and to make it so people can have their own cameras in a bigger map, have the controlinator on a piece of holo and set it to 0% brightness to go invisoble and make the controlinator invisible aswell. put a follower tag in the holo and the tag on your dot and a game camera. because movie cameras forces everyone to have the same view but game camera doesnt, so there you go ps cant wait to play this If you don't understand that I can help explain it a little better. And I had an awesome idea you could go off of from this. I may PM you later to talk to you about it. The thermo on the main map is filled with blue dots mainly (there are over 250!) each one has both sets of AI (blue and green) Cackfog I have not messed around much on thermo logic, or how circles affect it, but might it be better to use emitters to spawn all of the moving little guys at the beginning of the level maybe? I dunno just throwing ideas out there.... (PS when I played the cutscene text at the beginning flashed by a little fast, you might want to give players a little more time to read the text casually) | 2011-02-06 21:09:00 Author: LukeCF Posts: 790 |
just played it and all i can say is bloody brilliant love all the blue dots screaming as they ru from the zombies, so funny. cant wait to see what the next one will be like | 2011-02-07 01:10:00 Author: artise Posts: 353 |
glad you liked it artise! i think i understand your suggestion, i'll play around with the idea tonight, i'm working on putting a few new elements into the game now, so far added a flaming torch power-up that repels zombies 180' infront of you (and can be used to light becons forming temp safe zones) and the ability to tell blue dots to follow and wait, not sure whether i'll patch these into the original or do a sequel (bluedots only 3 days old lol) Luke, any ideas for future game modes etc are always apreciated, also i've played your level and thought it was pretty cool ONE MORE THING! I've just noticed i can thank posters! which means i've never thanked anybody for all the help i've been given here, as penance i shall now go back through my posts and give credit where it is due, sorry guys! Cackfog | 2011-02-07 01:23:00 Author: cackfog Posts: 59 |
glad you liked it artise! i think i understand your suggestion, i'll play around with the idea tonight, i'm working on putting a few new elements into the game now, so far added a flaming torch power-up that repels zombies 180' infront of you (and can be used to light becons forming temp safe zones) and the ability to tell blue dots to follow and wait, not sure whether i'll patch these into the original or do a sequel (bluedots only 3 days old lol) Luke, any ideas for future game modes etc are always apreciated, also i've played your level and thought it was pretty cool ONE MORE THING! I've just noticed i can thank posters! which means i've never thanked anybody for all the help i've been given here, as penance i shall now go back through my posts and give credit where it is due, sorry guys! Cackfog Unless you're doing some sort of story mode, safe zones don't really make sense, because it's a survival game, right? Don't you get points with time, or am I mistaken? I only played it once or twice... | 2011-02-07 01:31:00 Author: LukeCF Posts: 790 |
I think you should add a button to push the zombie back, i did just did it in my top down zombie level and it works perfect, so if you get surrounded you can push them back and try make a run it. Can you try out the level and give me some feedback on it, its just a prototype of a level im working on with Limesta. | 2011-02-07 05:12:00 Author: artise Posts: 353 |
im looking at making a mission driven map using the flaming torch power up, things like rescue scientists/survivors, turn on genteraors to gain access to new areas etc, im working on a large "indoor" map at the momemt set three days after the outbreak again suggestions are always welcome! also: TWO MORE PLAYS TO 100! come on guys! EDIT: Artise, tried your camara solution last night but it means the player is always visible ontop of the dot, i dont have any spare layers to hide them in either (unless i can hide the player in a glitched layer wich i doupt, any ideas? oh and luke, i do spawn the dots from emitters around the level, but have to keep them running in create for a little while to let them spread out across the level and randomize cheers Cackfog | 2011-02-07 13:57:00 Author: cackfog Posts: 59 |
im looking at making a mission driven map using the flaming torch power up, things like rescue scientists/survivors, turn on genteraors to gain access to new areas etc, im working on a large "indoor" map at the momemt set three days after the outbreak again suggestions are always welcome! also: TWO MORE PLAYS TO 100! come on guys! EDIT: Artise, tried your camara solution last night but it means the player is always visible ontop of the dot, i dont have any spare layers to hide them in either (unless i can hide the player in a glitched layer wich i doupt, any ideas? oh and luke, i do spawn the dots from emitters around the level, but have to keep them running in create for a little while to let them spread out across the level and randomize cheers Cackfog On the DCS set it to invisible or hide, or what ever the heck the option is called, and it, the player, will become invisible. Edit: And oh yeah: http://kevan.org/proce55ing/zombies/ | 2011-02-07 15:50:00 Author: LukeCF Posts: 790 |
Awesome! i'd never seen that simulator before, still think i'm the first to do it on lbp lol thanks for the advice on the multiplayer, think i'll have to build a whole new level for it but worth a look i think is there anyway i could turn the orginal level into a gateway level for all the follow-ups (and the orginal)? cheers Cackfog | 2011-02-07 16:42:00 Author: cackfog Posts: 59 |
You could make a start menu and have options to go to other levels there? I've done nothing with movie camera's though So I dunno how hard that'd be. | 2011-02-07 20:23:00 Author: LukeCF Posts: 790 |
queued, havent benn on lbp in a long time, so might be a while before the feedback | 2011-02-08 02:29:00 Author: arsenalfan_1995 Posts: 229 |
I'll definately be checking this out later | 2011-02-08 10:46:00 Author: Blanchrocker Posts: 142 |
ive just published the beta version of Bluedot City Advanced! get the level key from Bluedot City This is a BETA version, thanks to cam advice from Artise and Luke i have hopefully got multiplayer working on a large map now but i have no way of testing it on my own, please if you play this level multiplayer online let me know if it works!! Its a whole new map, aswell as the 1-4 player support (oh btw, if it all works as it should if you die while other players are alive you become a super zombie! awesome, eat your friends!) and theres a new power-up, as promised the flaming torch! lasts for 20 seconds, repels zombies infront of the player, swing it with the right stick right, hope it all works, thanks for all the plays and feedback guys oh, and HAVE FUN! Cackfog | 2011-02-08 12:56:00 Author: cackfog Posts: 59 |
Just played this. Its awesome Concept was great, Iliked your take on the visuals. I would love to see some sort of powerup, maybe something that converts them back to blue, or a prox bomb or something like that. EDIT: Just saw the multiplayer version. yey you added a powerup! I thought the map was too open though and I prefered the camera of the previous one where you could see where your going better due to it being zoomed out a little more. | 2011-02-08 13:26:00 Author: wexfordian Posts: 1904 |
awsome, glad you enjoyed it! yeah the new map is only a beta so things like lay out and camara angles still need some tweaking, i published because i need people to play it to find any bugs in the online multiplayer (aparently now everybody should get their own camara, but this is untested), and to give people a chance to try out the new power-up! feedback on both the multi-player cams and the new level hub (just thrown one together, not sure its the best idea as nobody hearts/yays a hub lol) welcome, cheers guys Cackfog | 2011-02-08 13:58:00 Author: cackfog Posts: 59 |
Hi there, i just played your level, and loved it, it is very addictive i must say, as i was playing it and slowly watching every single dot change to green was brilliant, and then having them chase you. Im sorry i cant give any suggestions, as its pretty good as it is I rated your level 'yay' and <3 it. My levels are in my sig. if you wish to play em. | 2011-02-08 14:58:00 Author: Blanchrocker Posts: 142 |
I had much fun with this Game I like the idea of a Zombie Survival Game without Weapons. But I really wanna know how you do the logic for the dots, and I can't get 3000 Points D: So Maybe u can tell me here? :3 | 2011-02-08 17:43:00 Author: Wohlerzock Posts: 50 |
Can't wait to try out the new update! | 2011-02-08 18:06:00 Author: LukeCF Posts: 790 |
Loved the new update. Zombies are fierce now, but I still got the new record on the old map Really though, there were no way getting away from the zombies, I loved it. I have to say I didn't like the design of the advanced level as much as the original. Both the map design, and the design of the walls and such. It's a matter of preference I believe. I do like listening to Nightwish when I play it though! Edit: Ok, second try on advanced and shattered the old record I managed to get that high by a lot of running, from one side to the other taking new torches and hearts as often as possible. The torch is well designed, I like that it doesn't make you invincible, so even if you have it, a zombie can still charge in and take life from you. When you reach 0 life you should be dead, instead of when a zombie touches you after you have 0 life. The torches respawning is a bit too fast I believe, and I think the respawning should be limited, or the game can draw out for a long time. Hearts respawning, same thing. I would probably remove that respawning all together though. Points could possible respawn though, making it more of a game of running around grabbing them instead of just watching out from getting eaten once you've taken them all. A bug, I believe, is that when you have a torch and pick up a new one, you don't get extended time. It should reset back up to full time, since otherwise you will lose the new torch way too fast. | 2011-02-08 21:00:00 Author: Nordh Posts: 25 |
Hey Nordh, glad you liked the update, the level was alittle thrown together, i just needed people to play it to find out if the multiplayer cam worked properly, i beleave theres some problems with the scoring aswell as the bugs you mentioned. Rather than try and fix up the beta i'm building a new map from the ground up, i've rebuilt the dot AI from scratch and added 'panic' to the blue dot mode, the new map will include sections that open up as score limits are reached, so the longer you survive the more map you have, hopefully this should mean infection happens in stages and force the player across the map. one problem i'm having at the moment is the score apearing over the players head every second (the player now rides invisibly on the dot for camara reasons), i set the score giver to invisible in play mode but it just resets itself to visible, any ideas? thanks again for all the plays everyone, check back for updates on the upcoming Bluedot City Advanced Cackfog | 2011-02-09 15:48:00 Author: cackfog Posts: 59 |
okay, big update! whole new map and a new game element! Re-built Ai for smarter blue dots and tougher zombies! the map now works in sections seperated by large doors that open as the player hits target scores, power-ups no longer respawn forcing the player through the level! full 4-player support, seperate versus version so single players can still get on a scoreboard. Fixed bugs from Beta: Zombies no longer stand still after seeing fire Picking up a torch while carrying a torch resets the torch lifespan scoring bug (hopefully) fixed and as a special feature.... Reach 4000 points to unlease a horde of extra zombies into the level, i call it the Nordh-gate, hope you like it mate! Cackfog Versus http://lbp.me/v/xmdg8w Single/co-op http://lbp.me/v/xmdewe http://i4.lbp.me/img/ft/1d46b3ec616e523f9c0819021b29a7e1eee363bd.jpg And..the dot logic http://i7.lbp.me/img/ft/8c72d69b897d3f87e8fb154c189baa3f2790ca1a.jpg | 2011-02-09 22:57:00 Author: cackfog Posts: 59 |
I thought this was great, even though I think you could o tons more with it in the future as you learn more. The aesthetic & infection mechanic really made it what it is. Left you a better review + suggestions in game. I like the concept so much, that if you ever want help adding on & reiterating, feel free to invite me. | 2011-02-10 08:15:00 Author: Unknown User |
Very fun game. Pros: Keeps me coming back to get a better score. It also feels very random and that changes game play and makes me want to play more to see if I can find a safer spot Cons: Not exactly an original design (http://www.wehatezombies.com/the-zombie-simulation/) but still puts a new spin on the idea. Over all I enjoy it and I think I hearted it too. I would like to see more of these levels with maybe a goal like a helipad or a police station. Im sure a lot of people want weapons but I think its great for what it is. It would be nice to interact with the environment too like put a barricade up to block the zombies. Maybe multi-player? | 2011-02-10 23:03:00 Author: Siljin Posts: 76 |
At the moment I'm without PSN access for reasons perhaps better discussed elsewhere (I've elected to stay on 3.55 original firmware due to the Sony rootkit in the 3.56 and the method to get online with an old firmware was blocked a few days ago) so I can't test your new AI and maps. But you asked about the point-system popping up at the character. You can easily fix that by simply attaching the score giver to something other than the player. The score pops up where you place it. So move it to a logic chip near the exit gate or something and that should solve the problem. Nordh-gate, sounds like a political scandal! I hope it will provide a good challenge. I liked the idea of building the map in sections. | 2011-02-12 13:48:00 Author: Nordh Posts: 25 |
hey Nordh, sorry to hear about your PSN 'issues', stay strong brother lol some tweaks to Bluedot 2 so now the player can turn the torch on and off (aswell as carry 3 10 second torches), added a torch hud, this changes have made higher scores easier but super high scores harder, so far going down well oh and Bluedot hit its 200th unique play, so a HUGE thanks to everyone whos played and rated it up, its been a fun project to work on i would ask any more replys to this post be put on the bluedot 2 thread as its falling down the thread list rapidly lol cheers guys Cackfog | 2011-02-14 18:24:00 Author: cackfog Posts: 59 |
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