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How to tell if the player has completed a level?
Archive: 6 posts
Hi guys! I'm busy working on "All a Dream" at the moment, when I came across a problem. Since I have a main 'hub' level, with the other levels branching off it, I was wondering if there was a way to tell whether or not the player has completed all the levels in the hub, therefore causing a new area to unlock. If that didn't make any sense, I'd like to know if it is possible to create some kind of logic that, when the player has played all levels in one area (through level links), will cause something to happen. More specifically, unlocking a new area to explore. Thanks for the help guys! <3 | 2011-02-17 17:20:00 Author: Plasmavore Posts: 1913 |
Hmm, maybe you can give out a special custom sticker (i.e. some picture) at the end of the level, which the player can use to unlock a new area in the hub via a sticker switch. The only problem is that if the player chose to not collect any community objects in the game settings, he won't get the sticker and is stuck. Another idea would be the score sensor. If you're sure that the player has collected at least a certain ammount of bubbles before he returns to the hub via the level link, you can use the score sensor to unlock the new area. In this new area he should add enough points to his score to unlock the next one and so on. You can also use this to give the player a free choice between the first few levels, but only after he got the combined score from all, he will be able to play the final one. Score should carry over to sub-levels, the only thing I don't know is how this works with linking several levels back to the same hub. Maybe you also have to create a short entry level so the hub can be published as sub-level. Sorry, I don't have experience with that yet. | 2011-02-17 17:37:00 Author: Unknown User |
There is a small opening cutscene level that leads to the hub level, which will be a sub-level anyway. I thought of using sticker switches, but as you said, if people have prizes turned off it could be very annoying. Thanks anyway! I think I could possibly make the score idea work if no one else knows a way around my problem. | 2011-02-17 17:44:00 Author: Plasmavore Posts: 1913 |
I thought of using sticker switches, but as you said, if people have prizes turned off it could be very annoying. Might not be any better, but you could use a code-based system, so on completing a level, they're presented with a four-digit code then need to type in somewhere else. | 2011-02-18 11:31:00 Author: Aya042 Posts: 2870 |
For the sticker switch you can also impliment a sticker at the very very start of the level so people know they have to turn them on, Just have a door that will not let them through the first few seconds with some explination of why they need that sticker. The only thing is some people really get mad at stickers which may be why MM made teh score sensors and why my levels get frowned a bunch. | 2011-02-18 16:09:00 Author: celsus Posts: 822 |
What about using keys? | 2011-02-19 11:40:00 Author: Unknown User |
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