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Making an in-level minigame with a lives system?

Archive: 5 posts


I'm thinking about making a Move-enabled level with an arcade/minigame collection theme, but want to figure out if there's a way I can come up with a Controlinator system that enables you to play it once, then after dying three times in the minigame, getting kicked out and being unable to play it again without restarting the level (to encourage going for high scores on a single playthrough).

I'd like to have three icons (hearts or something) representing the amount of chances I have left, and have the fail conditions for losing a life mostly related to collisions (Hitting something you're not supposed to hit) or timing (Running out of time to accomplish a task). Each time you lose a chance, an icon vanishes to show it, and as mentioned earlier, when you run out of chances, you're automatically ejected from the Controlinator and can't get back in.

Is this possible with logic?
2011-11-03 17:03:00

Author:
Behonkiss
Posts: 229


If you have a controlinator set to automatically enter, you cannot re-enter it until you leave the zone and go back into it. You could set the zone sufficiently large so that the player can't re enter then when they're off screen destroy it (if aesthetics bother you). Without knowing more about the setup it's tricky. Do you have multiple games you want in the same level, is it like a platformer with these games embedded at certain points?

You could also just have the controlinator destroy itself when the player is ejected, they couldn't re enter then. Another option that would give the same effect is to emit the controlinator with its radius set to max when the player wants to play the mini game, they won't be able to ever get back in as it would be impossible to leave the radius seeing as it's so large.

You could go down the sackbot route and have the player control a master controlinator and have individual ones activate when the player (sackbot) wants to play them. You can't turn a controlinator on and off where a sackboy is able to enter, but you can when using a transmitter/receiver setup with a sackbot, or at least do it in a makeshift way.
2011-11-04 15:58:00

Author:
Xaif
Posts: 365


You could also just have the controlinator destroy itself when the player is ejected, they couldn't re enter then.

This sounds like the easiest option. I could probably just have a "Game Over - Please Eject" screen come up when the players' lives run out. What would I need to connect the Destroyer to to make it activate when the player ejects?
2011-11-04 16:03:00

Author:
Behonkiss
Posts: 229


Mount the controlinator on some holo/sticker panel or any other material of your choosing if you wish. Plonk a destroyer on said material and using the same feed that goes into the eject input of the controlinator have an intermediate timer set to 0.1 seconds to which that connects, then connect the timer's output to the destroyer. I think without the timer the destroyer would kill Sackboy before he got a chance to eject, the timer assures he's not in the controlinator when it goes kaput.2011-11-04 19:13:00

Author:
Xaif
Posts: 365


Actually, after the player has used up his "lives", you could trigger a permanent switch that goes directly to the eject player input on the controlinator. The player is chucked out and isn't able to get back in. Much simpler!

A permanent switch can be made in a number of ways, but the most common is to have a 1-count counter hooked directly to the eject player input.

I have used this technique in my Sewer-Cider level and it works perfectly.

Although the suggestion with the destroyer is good and works fine, it's over-complicating an issue that could be a lot simpler.

But that's just me! Good luck with your level!
2011-11-06 10:01:00

Author:
RainbowtipsFort
Posts: 144


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