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#1

Big Boss problems

Archive: 3 posts


Hello again good friends and Helpers.

Firstly, I want to create a Boss that will get hurt when you throw stuff at him. I.e. A block of wood when it hits him he loses health.

Secondly, I need to know how to create a health bar :/ Yes I know that I am a complete noob at boss battles.

Lastly, How can I make the boss do different things? I.e. After the boss is hit 5 times he starts doing other stuff. So like he goes from making fireballs and throwing them at Sackboy/girl and after 5 he starts throwing 2 at a time or something?

I know this is a massive ask and I am completely new to the idea of boss battles. Any help is appreciated and I am open to any idead.

Thanks - Liam

PS. New Level -- Nature's Platforming Paradise -- The_Snooth
Please help me with reviews and improvments
2011-12-04 18:30:00

Author:
LittleBigSnooth
Posts: 454


For your first question you'll want to attach tags to objects that you want to be able to cause damage, giving them separate names. Then on the boss itself you want impact sensors corresponding to each tag. This way you can make it so that different items cause different amounts of damage and effects etc. Following onto that is the health bar which you use the impact sensors for. I haven't really done a health bar before but I think it involves incrementally increasing and decreasing a counter at varying levels, or perhaps even a sequencer. Depending on what you want it will differ, though there are in depth tutorials on that in the tutorial forum.

Finally I do different boss phases by keeping them all in their own corresponding microchip and only having one active at anyone time by using a selector. When you want to start a new phase you simply select the one you want or use the cycle input instead.

Hope that helps!
2011-12-04 19:00:00

Author:
Xaif
Posts: 365


For your first question you'll want to attach tags to objects that you want to be able to cause damage, giving them separate names. Then on the boss itself you want impact sensors corresponding to each tag. This way you can make it so that different items cause different amounts of damage and effects etc. Following onto that is the health bar which you use the impact sensors for. I haven't really done a health bar before but I think it involves incrementally increasing and decreasing a counter at varying levels, or perhaps even a sequencer. Depending on what you want it will differ, though there are in depth tutorials on that in the tutorial forum.

Finally I do different boss phases by keeping them all in their own corresponding microchip and only having one active at anyone time by using a selector. When you want to start a new phase you simply select the one you want or use the cycle input instead.


Hope that helps!

Great advice thanks, I'll be sure to try out your ideas when I am next on. If you have more Idead please let me know.

Cheers -- Liam
2011-12-04 20:00:00

Author:
LittleBigSnooth
Posts: 454


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