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Hovercar Survival
Archive: 7 posts
Hi guys, I hope you can find the time to try out my new level, a survival challenge, except you're in a futuristic hovercar. Have fun! http://lbp.me/v/bhmmfs | 2012-05-26 23:10:00 Author: Unknown User |
I shall add it to the queue | 2012-05-26 23:43:00 Author: biorogue Posts: 8424 |
Thanks. Enjoy! | 2012-05-27 05:22:00 Author: Unknown User |
Just played it and it was fun until I spent about 18000 points worth of time stuck against a wall. This allowed me time to reflect and really think about things. To start off with I could see the top of the level and the edge of the material where I was stuck. It was not straight and started to get to me after a while. I would have never noticed it if I had not had like ten other guys pushing me into a corner. I never saw it before never saw it again. You may have too many "bad guys" one less may help. I got stuck against a wall several times, once for quite a while, but if that is what it takes to survive so be it. Then the next thing is, I think I deserve points for eliminating bad guys. You may need to slow things down a little, then again you may not. Speed may be one of those things (like lighting) that boils down to personal preference (or TV settings). Then the last thing is I think is there needs to be a little more detail in the level. Give it some of that LBP charm. Now that that is out of the way I liked this level. I was able to fire hundreds of rockets from a vehicle that handled well. It uses the tilt controls and, due to the high speed of the game the controls are better than most I have played. I am looking forward to watching this level evolve. I enjoyed it and will play it again. I like the levels that are short and too the point like this one. F4F Scarlet, on the Dark Side (https://lbpcentral.lbp-hub.com/index.php?t=70271-Scarlet-on-the-Dark-Side) | 2012-05-28 04:56:00 Author: Unknown User |
Thanks for the feedback, I've queued your level and will get to playing it at soon as possible. I was in fact planning to give the player points after they killed an enemy but I had some difficulties. If you've got an idea to help me that would be greatly appreciated. | 2012-05-28 08:55:00 Author: Unknown User |
If you want to let a player score when they kill an enemy, just have the enemy activate a score giver when they get killed. If you want four players to each have their own score counter, you'll have to do it a little differently. You should make a different vehicle for every player. Put a tag on the projectile each player shoots (player 1 shoots a rocket with a tag labeled p1). Now, the enemies should have four impact sensors which all react to either p1, p2, p3 or p4). Now when a rocket which is supposed to kill them hits, the impact sensors should each enable a different tag. (You can call it score1, score 2 etc.) Each player should in turn have a tag sensor for that tag (player 1 has a tag sensor named score1, etc.) Now, put a score giver on the controllinator of player 1, and wire it to the tag sensor named score1. Repeat this for the other players. Don't forget to increase the range of the tag sensor or else it won't see that you scored. So here's how it works: Player 1 fires a rocket with a tag labeled p1. The rocket hits the enemy, and the impact sensor which reacts to p1 enables a tag named score1. The tag sensor on player 1's vehicle sees that the tag is enabled and enables the score giver on player 1's controllinator. Player 1 gets points! It might take some time to create this, but it should give you a working score system which keeps count of everyone's score Also, for F4F, could you give me some feedback on one of the levels in my signature? | 2012-05-28 13:54:00 Author: Deurklink1 Posts: 346 |
Thanks!!! I'll be sure to work on that! I'll start my feedback for your level as soon as I can. | 2012-05-28 22:23:00 Author: Unknown User |
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