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#1

Saving Progress Through a Level?

Archive: 15 posts


I know, I know, I know. Its not possible. Hear me out for a sec, will ya'?

This is just something that popped into my head a few days ago and doesn't necessarily have anything to do with any levels I'm making (yet, anyway). I was thinking about the possibilities of a mission-based hub level and trying to keep objects gained after returning from each sublevel from going away, like, forever. To complicate the riddle further, what if this was set in a four player cooperative environment?

I started I would to attempt to solve it with a system of switch triggers and stickers. Then I promptly reminded myself that I'm not a caveman and there's got to be a simpler way to do it without giving my peers a metric (insert expletive here) ton of stickers AND without allowing too much room for cheating. I thought it'd have to be a code generator of sorts, but most with common sense would understand that there is a sequence or a pattern, figure it out, and cheat. I'm not fond of cheaters.

Has anyone else had a need for something like this? If so, did you have any luck?
2011-02-27 07:39:00

Author:
DigiOps
Posts: 111


why not just make an encryption algorithm for your code? It should be fairly easy to pass it through a conversion of some sort.

people would still be able to copy codes off one another, but are the people that would want to seek out codes the people you want to cater to anyway?
2011-02-27 07:49:00

Author:
tdarb
Posts: 689


Oh, I know they'll get 'em if they really want. Only issue is I wouldn't know where to begin to make a code generator or any of this crazy encryption algorithm stuffz.

I should watch out for you. I bet you're a red hat.
2011-02-27 08:01:00

Author:
DigiOps
Posts: 111


Well the stickers can be set to non-shareable. So they still may be safer. But honestly, not sure howmany people will try to code-break created levels, so that could be safe too.2011-02-27 08:41:00

Author:
celsus
Posts: 822


Well the stickers can be set to non-shareable. So they still may be safer. But honestly, not sure howmany people will try to code-break created levels, so that could be safe too.

I wasn't really for cereal about that tid bit about cheaters. People who want to get the experiance out of it would probably lack malicious intent. Using a code sounds cooler, though, doesn't it? All I care about is the player being able to get a code wherever they are, be able to put it down, and use that code to jump back in where they left off. And maybe have friends join, put in their codes if they have them, and get access to whatever equipment they've picked up along the way.

Leads me to another question. How would one go about making a code generator and an input method that WOULD NOT take the selected inputs (preferably numbers, letters, or both) in just any ol' order all willy-nilly?

Thanks for input so far, peeps.
2011-02-27 08:47:00

Author:
DigiOps
Posts: 111


There is an idea I have been planning on testing..... And I noticed that points actually carry over in links. I was thinking that you could use this if you wanted to make them start from the beginning.

Other than that, the other method is keys. They can't go into a level they don't have a key for. A chosen save spot is almost always after a lot of action, turning point in a game, or to change the scene.

I've never messed with a code tech, but I would assume it could be done by selectors, ORs, and ANDs.

Connect EVERY OUTPUT ON THE CONTROLINATOR into an OR gate, except the first code button to be pressed. Then when the button is pressed it activates the next part on the selector. IF ANY OF THE CONTROLLER'S OUTPUTS ARE WRONG, a AND switch actives and selects the first part of the selector again.

Repeat this process until you have the code pressed into the right order.



Now if you wanted to have a word code or something like that, you would use a selector with 26 outputs. Connect each output into it's corresponding letter to light up, and when all the right selections are lit on the selectors and the player presses X, the AND switch activates and activates whatever the code activates.

Due to me coming up with this off the top of my head, there could be an entirely easier way. Not sure.
2011-02-27 08:57:00

Author:
Devious_Oatmeal
Posts: 1799


Has anyone else had a need for something like this? If so, did you have any luck?

Made a savecode system during the beta, which used 32 of the 36 letters/numbers to create a 5-bit-per-char system, although depending on how many bits you want to save, it might become a bit cumbersome to have to enter such a large code.

For values up to 16(ish) bits, you can pass information between levels using Score Givers and Score Sensors, but that may not be enough for your requirements.
2011-02-27 23:35:00

Author:
Aya042
Posts: 2870


Hmm. I think I got a few ideas. Enough to be able to do it, anyway. The only problem is I don't want the player to feel like its a chore to jump in every time past the first play.2011-02-28 01:32:00

Author:
DigiOps
Posts: 111


I don't really understand what it is you want.

Could you explain? I might be able to help.
2011-02-28 07:51:00

Author:
mutant_red_peas
Posts: 516


What I think I am going to do is just use a series of selectors. The player gets in a DCS and uses up/down to change the value, and left/right to change which part of code is being editted. Pushing X would take the code and send you to the level with whatever it is you unlocked.

Seems pretty simple. In order to avoid cheaters, I'll give a sticker at the end of the level which unlocks the DCS so codes could be chosen. This only prevent it the first time, but meh.
2011-02-28 08:18:00

Author:
SSTAGG1
Posts: 1136


i have another idea. mite not be what you want, but.

when you say you want progress to be saved, do you mean saving points and stats in the level, or do you want to just an easy way to transport the player to a certian part of the level?

if so i have a deathless teleporter microchip. you simply hook it up to a switch or sensor and it transports all players to that part of the level.
you could have say 5 sticker switches and 5 teleporters chips. you give away say a part 2 sticker when they have made it so far through the level. so next time they join, you have and area where have the 5 sticker switches. place the latest sticker u gave away there on top, n bam! they are there!

i did not make the teleporter, dont even understand how it works. but its shareable n its awesome!
2011-02-28 11:16:00

Author:
Unknown User


I understand how to make a teleporter, but I'm hoping to use this in some good 'ol mission based game play with co-op elements (you got your electric bolt in my disc launcher! you got your disc launcher in my electric bolt!). It just seems there'd be too many stickers to use in a top-down, twin stick, mission based game with extra stuff for co-op without entirely leaving out the ones like me who like to enjoy a game solo.

Thanks though. I didn't want your reply to seem like it went unnoticed. All feedback is appreciated and I wanted to show that.
2011-02-28 17:53:00

Author:
DigiOps
Posts: 111


You could encode a list of objectives met across levels in the score (assuming that is kept across level links and that you are fine with the changed score semantics).

If every objective is assigned a value in a scaled power progression (like 10, 20, 40, 80, 160 ...) their sum can be easily broken down into a list of true/false values again. (Basically toggling bits in a binary number.)

Of course, in order to prevent player deaths from messing up this scheme, you'd need to save the score upon entering a level and re-construct it just before they leave.
2011-02-28 20:26:00

Author:
tameturtle
Posts: 150


If every objective is assigned a value in a scaled power progression (like 10, 20, 40, 80, 160 ...) their sum can be easily broken down into a list of true/false values again. (Basically toggling bits in a binary number.)

Yeah. This is exactly how rtm's and upsilandre's beta contraptions worked, but I don't know if either ever bothered to rebuild them in retail.

To have minimal impact on score semantics, rtm's only used the high-order bits, so you could still allocate the low-order bits to the actual score.
2011-02-28 20:47:00

Author:
Aya042
Posts: 2870


Well, on the plus side of dealing with the score I only intend to give scores for obtaining equipment and completing missions. Not for dealing with enemies, bosses aside.

Using the score as a means to store the data seems like it'd be the most practical with the score itself being the source for the code. Either that or have preset characters and cut out picking up new equipment entirely, but if I don't struggle at least a little, what's the fun in making it in the first place?
2011-02-28 22:11:00

Author:
DigiOps
Posts: 111


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