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#1

Help With Level Progression

Archive: 4 posts


Ok, so i'm working on a space shooter level, and I have everything done... almost; else I wouldnt be making this post.
Basically, I need to make it so meteor clumps (varying in size) come flying at you from all directions, and get progressivly more abundant. I know that I need to use sequencers for when a new type of meteor comes out, but how do I make it so that once a meteor type is activated it slowly becomes emmited at a quicker rate? Any ideas?

http://i5.lbp.me/img/fl/3f5c326ef9294067eb0c96592163e6166c4ceb40.jpg
2012-02-12 19:16:00

Author:
nk827
Posts: 193


I'm guessing you are using batteries on your sequencer, right?

If you are you should use tags instead that way you can choose exactly when you want one to spawn.
2012-02-12 20:47:00

Author:
Zero10100
Posts: 385


that wouldnt work. If i did that, the sequencer would loop, and the difficulty would be easy again. The emmiter should be on at all times. To rephrase what I mean, I need something that would give a quick ON signal in progressively faster intervals. I had a thought about a timer activating another timer set to a lower time, but now that I think about it, that wouldnt work either! HEEEELLLPPP!!!2012-02-12 20:58:00

Author:
nk827
Posts: 193


Emitter have input action "speed scale" that let control emitting rate with analog signal, tweak your emitter to maximum rate you want and plug timer in to it that will increase the rate over time via analog signal. theu by this way it meteor will emit too regulary, you could then few randomizers that your turn off and on to control rate, randomizer have function to randomize signal on and off time between minimum and maxinum, you could make few randomizers with diffrent off times tweaked and turn them on in order via selector or sequencer, just remeber to set on time to 0.1s or else your emitter won't emit anything.2012-02-13 04:49:00

Author:
Shadowriver
Posts: 3991


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