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Just another random health system idea people might like
Archive: 10 posts
This isn't a tut, just a somewhat different way of going about making a health system. Keeps all the logic on the player, meaning lots, and lots, of enemies . Surprised that this hasn't been mentioned before, though I haven't been around for a few months, so forgive me if I'm behind the times. All of player 1's projectiles are the same. Contain single tag "player 1 damage". Damage is calculated at the player and broadcast as tag strength. Eg: 30% strength when using sword. All enemies have a tag sensor which constantly receives this tag value. When hit by the projectile (in this case, the sword), it pulses the tag value dealing 30% damage. All that's needed is a single tag sensor and impact sensor for each enemy for each thing that can deal damage. In my case, 1 player and guards can deal damage to enemies so I just have 2 sets of the above mentioned system (impact, tag sensor, counter (/1), AND gate, etc...) and that covers every single amount of damage I'll ever need to use, since I just create the value outside the enemy. Saves quite allot of hassle compared to adjusting every enemy or projectile every time you need to balance/change something, while still allowing for radically different damage values. It also means you can have quite allot of enemies before things get too complex. I also ignore cases with simultaneous impacts. No one notices and it just adds more unneeded logic. A simple OR gate to collect all the different damages seems to work fine. Seems like a decent system. Thoughts? | 2011-12-14 15:08:00 Author: SSTAGG1 Posts: 1136 |
Well i just use a few sequencers and a counter and what ever switches i need. So mine works. It may not be the best but it works for me. I'm still advance logic. I'm stll experimenting in making advance logic. | 2011-12-14 15:33:00 Author: Thug_Life_EQ Posts: 181 |
Hah, yeah, I've gotten a few questions about these systems and my response has become "Whatever works for you". Just thought I'd share this since it seems to solve a few issues I was having before with enemy complexity. | 2011-12-14 15:42:00 Author: SSTAGG1 Posts: 1136 |
No problem. | 2011-12-14 15:59:00 Author: Thug_Life_EQ Posts: 181 |
I've been trying to make a health bar for my fighting game I've been working on for a couple days now and I ended up with a ton of tags, one for each form of health, all attached to a timer set to reset at different lengths of time to add/subtract time on a .5 second long health bar. At the risk of sounding like an idiot, I'm going to ask you something: What are you linking these things to? Counters suck and timers take too long to remove health! | 2011-12-14 19:03:00 Author: Figfewdisgewd Posts: 73 |
Damage is dealt to a 100% signal feedback loop. Just pulse a 100 value into an OR gate, connect that to a combiner (+) and run the output into the OR gate again (this ignores healing). This will maintain whichever value that is output, meaning you can maintain x/y amounts of health by subtracting different value fractions from the (-) input (one of my levels has a setup that allows for x/864000, but don't use it , it's quite useless). There are several tutorials on this sort of thing in the tutorial section. I was just offering a method which removes the damage logic from the enemy and if you've got some experience with this, that will save quite a lot on the thermo. If you're having problems, just find a level which gives a health microchip away and look at how they've done it. comphermc also has a nice tutorial (a few in fact) which can teach you how to make some very efficient designs. | 2011-12-14 23:40:00 Author: SSTAGG1 Posts: 1136 |
I'll be sure to check that out. Thank you! | 2011-12-15 18:54:00 Author: Figfewdisgewd Posts: 73 |
Or you could play my very big and super wonderful HEALTH METER TOOLKIT Which uses this system ! (yeah, I've been working on this since the game is out... lol) Link in signature ! I do agree with SSTAGG1, it is not known enough that you can do a health meter without a timer or a counter ! Just needs a loop. I crave for feedback loops since comphermc told us about it (when I started the project, I used only counters). Funny thing is, the damage value being inside the projectile was added to my toolkit in the last update... last week XD I waited before posting because I wanted it to work with many projectiles at the same time | 2011-12-16 02:24:00 Author: Unknown User |
Or you could play my very big and super wonderful HEALTH METER TOOLKIT Which uses this system ! (yeah, I've been working on this for the last two years... lol) um....... so you started it in lbp1? lbp2 was released in january this year and the beta didn't start until late last year | 2011-12-16 07:44:00 Author: evret Posts: 612 |
Actually, my mistake (fixed in post). I've been working on this since LBP2, but I've been interested into health meter logic since LBP1 as well though. (I counted it was the 2nd winter - which means 1 year, duh, I was tired I guess) ^^ | 2011-12-17 00:56:00 Author: Unknown User |
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