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#1

How do people prefer to level up?

Archive: 6 posts


I am working on my third person fighter and am trying to decide how to unlock new attacks.

Main thing is i assume most like to pick their new ability. That gets complicated with transfering the choices to the next level.

I already have the combat system set and everything to unlockable. That way the person starts with anything they or i want them to. That and a points system so they can "buy" new attacks or equipment.

If nothing else i could just keep the character reset and give them back all the points so they could buy them all again in the begining of the next level.
2011-03-25 18:35:00

Author:
Drastion
Posts: 11


I'm trying to work out something similar, but before MM adds some kind of register tool it's really tricky.

Transferring data is easy enough, but taking into account a random score on top of this again would be quite difficult.

But there are a couple of tech heads on this site that may have an idea on how to do it!
2011-03-25 20:25:00

Author:
Discosmurf
Posts: 210


Assuming you can't go below zero points (I actually can't remember...), just subtract the max points at the end before adding the data bits. For a tutorial, you can go to CompherMC's LBPtorials thread in the tutorials section of the LBP2 forum.2011-03-26 04:33:00

Author:
Green-Tomato
Posts: 140


Are you talking about a fighter sort of like your typical mortal kombat/street fighter style?

if so, I may have an idea for you.

Instead of making level links to move up as you progress, destroy and emit the play arenas. Then just respawn your sackbots into the arenas as you progress. This will let your data remain static.

If you have a sort of linear progression where range attack 1 makes range attack 2 available, and grapple attack 1 makes grapple attack 2 available, and so forth, then counters are your friend.

This is completely inefficient as it is off the top of my head, and is sort of stream of consciousness. It's just how I would start.

let's take the close attack progression.

You have a counter placed into a sequencer set to positional. When you start the level, the counter is empty so you only have basic attacks. Now when the player reaches the point where they can upgrade their attacks, they decide to upgrade their close attacks. You add one to the counter, and this moves your sequencer to a battery that unlocks level 2 close attacks. Next level they decide to do it again so it now unlocks 1 and 2 since the battery for 1 stretches to the end of the sequencer. that should work fine.

the issue would be that you need to display which attack is next in the progression.

The easiest way would be to have an identical counter with a starting value of 1 that runs parallel to your close attack counter. This is just to display the next available attack on your menu screen, and progresses along with the other.

When both counters for a given attack style are full, then you know that there are no more upgrades available for that choice, and you can plan accordingly.

Like I said, that is very rough, and just off the top of my head. there's probably a flaw or two in my logic, but it is where i would start.

Good luck!!
2011-03-26 05:27:00

Author:
tdarb
Posts: 689


..., just subtract the max points at the end before adding the data bits.

But that wouldn't bring the score along to the next level, only the data bits.

My case is as following:

I have an adventure level that let's you pick up and manipulate objects and sovle puzzles in a non given order.
At any time I would like the player to be able to enter a sub level with a platforming section where the player would obtain a random score just like in a regular level. But at the same time I want the progress from the adventure level to be carried along and back after completing the platformer.

A solution, the way I see it, is to give data bits in 10s when leaving the adventure level which is checked when entering the platforming level.
Here it is subtracted and stored. When the player finishes the platformer, the score is turned into a "grade" of 1000s which is added to the already stored databits of 10s which will be dealt back.
So when the player again enters the adventure the score is checked and subtracted for adventure progress and the grade is transformed into points that the player would carry to the finish.
2011-03-26 13:45:00

Author:
Discosmurf
Posts: 210


Thanks for all the tips i got i all figured out now. Ended up playing killzone late so didnt get around to trying my idea out. The score sensor worked just like i hoped it would. So i just converted eveything to a binary digit and it all worked smooth as glass. Sure i can only have 13 yes/no choices but that should be enough for all the combos i need. Since that offers 8191 different combinations i cant really ask for any more.

Now just need to work on my arena testing level

Again thanks all and especially MM for creating such an amazing game. It finally lets me realize the dream of making my own game even though it might look like butt.

Went over it again looks like i only got 9 slots.

A new problem. What to do with left over experiance at the end of the level. Was just going to put a warning at the end of the level.

Was going to use my own score system and digital display of holos for points. Takes up space but need it so it doesnt conflict with the transfer.
2011-03-27 13:29:00

Author:
Drastion
Posts: 11


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