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#1

Negative Score giver

Archive: 3 posts


I am planning out a level, in which your score is used as a currency. Then, before the game ends. The amount of money you hold is converted to a dollar-earned/day figure to place you on a scoreboard. I want to know if there is any known way to store your exact score through any method, so I can divide it and re-apply it... It may be impossible as of now. It was more of a thought. If not, I will work towards something similar. This could open up many genres of score challenges.2012-01-22 02:08:00

Author:
Unknown User


You could test if the player has 1000 and if so, add 1 to a counter and remove 1000 points using a negative score giver. Repeat until the player doesn't have 1000.
Then you test if he has 100. If so, add 1 to another counter and remove 100... and so on with 10 points.
Then you have a counter for 1000s, a counter for 100s, a counter for 10s. So you know how much the player has, but there's nothing you can do with that method.

Note that score sensors also output a % value. So if you set the sensor to the maximum, you can have the amount of money the player has, but it won't work in multiplayer, keep that in mind. (I've seen this error in many levels. It would test if you had enough mana [stored in score] to see if you could transform into a beast form. Problem is if your enemy had enough mana, you could transform. Which ruined the whole gameplay since it was versus.

You can always use a feedback loop based currency system. (go on the lbptorials, youtube to see this) Comphermc made something too, it's copyable on his moon.
2012-01-22 03:36:00

Author:
Unknown User


Thanks. I did use this logic on a seperate level. For the one I was working on however, I based it seperately. I needed a way for the player to choose the time limit for the game, but be able to base the scoreboard equally for you points per minuter. Sooo, I used 7 min, 14 min, and 28 min, then took a score sensor of 70 points, set it to a timer, and a score giver with -60 (negative 60). When the player ran out of time, (7 min gameplay), it divided the score by 7, giving you the points per minute. Same thing for 14 and 28, except 140 and -130, and 280 and -270. With this mechanic, you can now implement timed games, but for the person that enjoys the gameplay, but hates being interrupted as often having to replay, you can double the time on the level, and just do 20 and -10. Meaning his score wouldnt outrank the players who only played half as long.2012-01-27 23:53:00

Author:
Unknown User


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