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#1

Sackbot tweaks

Archive: 2 posts


I love sackbots but they could really use some more utility.

Checkpoints: I know someone already mentioned this and yes you can make them with logic, but being that sackbots are widely being used to force the player into one, it seems they should act a bit more like the sackboys themselves. Maybe give them an option to turn on sackboy properties. It doesn't seem like it would require much to allow them to use checkpoints, plus it would allow for the sackbot's stats to carry over if it dies (say the Sackbot earns experience points or whatever, the new Sackbot spawned would be same as the one that died, not a base copy lacking the player's stats they earned)

Save system: or at least a way to carry over a sackbot's logic to a linked level without the counter-intuitive use of stickers or megaman-esque codes
2011-02-21 08:47:00

Author:
Unknown User


It doesn't seem like it would require much
People seem to say that or similar things, a lot, specially when they really have no idea how difficult their ideas can be to implement and program into the game.

Remember, just because it "seems" simple it, doesn't mean it is, m8.

Just like Logic in LBP, where a simple looking action may take tons of logic to implement, its kinda like that, but 100 times worse most of the time.
2011-02-21 09:53:00

Author:
Silverleon
Posts: 6707


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