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Prove Me Wrong, But I Think I Found A RPG Solution :)

Archive: 18 posts


So you know how people wish leveling up in RPGs could stay at what upgrade level your at through a level link? Couldn't you set a score sensor to upgrade it, because points stay the same through a level link. For example: 1000 points= level 2, 1500= level 3. I'm probably wrong, as I've never made a level up system, but I may be right.2011-05-22 21:54:00

Author:
Unknown User


yes, that is one way of doing it. Check out Comphermc's 2-Torial on passing data through level links, it expands on this concept to allow much more than just a simple rpg leveling system.

http://www.youtube.com/watch?v=pLF_GsQmPdU
2011-05-22 22:04:00

Author:
Littlebigdude805
Posts: 1924


This is old news... RTM was doing this as far back as the LBP2 beta,
and even posted a topic about it on here. :S
2011-05-22 22:06:00

Author:
Lord-Dreamerz
Posts: 4261


XD well a few days ago someone was complaining about this ?_?2011-05-22 22:28:00

Author:
Unknown User


Also, it's a just partial solution. You'll also want to be able to quit LBP and come back to the RPG at a later date with the same level. And you'll want tons and tons of magic items etc., too much information to carry in the score.2011-05-22 23:11:00

Author:
Rogar
Posts: 2284


Yeah, you could have a code as well.2011-05-23 01:03:00

Author:
Unknown User


Yeah, you could have a code as well.

You talk the talk. But do you walk the walk?

Make a password system, minimize it and package it for other creators to easily use it. Then we'll talk.
2011-05-23 11:26:00

Author:
Antikris
Posts: 1340


You talk the talk. But do you walk the walk?

Make a password system, minimize it and package it for other creators to easily use it. Then we'll talk.
While you could probably create some sort of simplified version the could be given out and used by others, surely a code system would be so specific to the level it's being used in, a fully featured version just wouldn't be feasible. Though I'd love for someone to prove me wrong
2011-05-23 11:34:00

Author:
SR20DETDOG
Posts: 2431


While you could probably create some sort of simplified version the could be given out and used by others, surely a code system would be so specific to the level it's being used in, a fully featured version just wouldn't be feasible. Though I'd love for someone to prove me wrong

i think as long as you made it completely customisable in terms of the codes it gives out and the inputs for what code is gonna be given out then it could be very useful as a tool

if there is demand for such a thing maybe ill make one, minimize it, package it, and go talk to antikris
2011-05-25 21:25:00

Author:
Skalio-
Posts: 920


While this has been written about before it's good that you came up with the idea independently.2011-05-26 00:26:00

Author:
Ayneh
Posts: 2454


Hmm, guess I'll have to make a password to keep A happy.2011-05-26 00:32:00

Author:
Unknown User


For passwords it depends what the contents of the RPG are. If there are a lot of variables like lots of items you'd need to encode them as a string of characters. But if there are a limited number of variables you could simply represent the entire game state in a password 1 character long.2011-05-26 00:48:00

Author:
Ayneh
Posts: 2454


I was actually thinking of using score as a code. Say for instance you reach level 15, have weapon A, B, C, with Armor B and C, you would get the score 15940. That way the player gets a sticker for all those variables all in one. No need to remember codes...of course you would have to be a madman to create something like that ---i must be one to even think of that lol

Of course i still ran into problems with other variables an rpg could have, but its a thought, not to mention score only goes up to 100000...
2011-05-26 02:33:00

Author:
Rpg Maker
Posts: 877


but changing score on every change will make code system to be easier to analize and cheat as result2011-05-26 13:22:00

Author:
Shadowriver
Posts: 3991


While you could probably create some sort of simplified version the could be given out and used by others, surely a code system would be so specific to the level it's being used in, a fully featured version just wouldn't be feasible. Though I'd love for someone to prove me wrong

All you'd have to do is set up your outputs to give whatever it is you're looking to keep track of. If you're using a simple decimal store, for instance, those decimals would be stored (most likely) in binary, which you could use keep track of the individual pieces of an armor set, for instance. Or you could use three or four bytes to keep track of a character's level and/or experience. But yes, making it easily configurable would require some documentation and some deep understanding on behalf of the creator, but it's possible.

There's lots of ways to implement this, and RPGs tend to be more logic-heavy than other game types. This would add a considerable chunk of thermo to such a level. However, it's entirely possible. (Don't even think I'd want to take a stab at the logic for this, though... no thanks! )

You could do this in one of two ways: use the score to acheive and have some logic that parses the score via sensors, or you could give a code at the end of a level and have the player re-enter it upon crossing the level-link.

One drawback to the code-entering system is that it would allow the player to hand out the codes and "cheat", but back in the day this was commonplace. You'd find codes for the latest games in Nintendo Power and enter them to start off with all the cool weapons, or invincibility and whatnot.


but changing score on every change will make code system to be easier to analize and cheat as result

If the 'scoring method' is used and the score giving is tightly controlled, there's no room for cheating. The player won't be able to alter their score in any way other than the game mechanics. Granted, having a random bunch of numbers showing where the score goes but having no real meaning to the player would be a bit annoying. I suppose you could give out all the score bubbles right before hitting the level link, which would get around this a bit.
2011-05-26 14:01:00

Author:
schm0
Posts: 1239


but changing score on every change will make code system to be easier to analize and cheat as result

Not really, considering you only get score from these variables, and if your like me, you make your own saving system( aka save points). The game ask you to save, then if you save you get a sticker for you current location and status. So players wont necessarily have to wait for level links. But like i said, you run into variables with the amount of unlockable skills and inventory management. I did assign certain amount of skill points to levels, but that would mean players would have to re-allocate their skills after each level link--which could get annoying, but i dont really see any other way. Its way faster than placing a bazillion stickers. Then there isn't enough numbers to code all the rest of the variables, and the thermo space, so i am still on the drawing board as im not even sure if this method would fit in my game.

And it does mean the leaderboards would be a mess as well....if people did find a way to cheat this, I really wouldn't care honestly. I would love for my game to be that popular lol
2011-05-26 14:17:00

Author:
Rpg Maker
Posts: 877


It's faster for the player, but the creator will still have to create a bazillion stickers for all possible combinations. So I'm wondering, what is the limit on the amount of custom stickers (including prize bubbles I suppose) you can put in a level?2011-05-26 15:35:00

Author:
Rogar
Posts: 2284


Oh you plan to use stickers ? :> ah ok2011-05-26 20:15:00

Author:
Shadowriver
Posts: 3991


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