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#1

First level: Need some help/suggestions

Archive: 4 posts


Alright so I've started working on a custom made level. Its not much of a level and a lot more of a mini-game.

The whole level is a cannon. You enter the cannon, and grab onto a piston-driven firing chamber that you must grab onto to activate. The skill level involved in this mini-game is to time your release just right for maximum distance out of the cannon.

My special effects aren't too grand, I have a few sound effects and a few remote explosives that detonate and cover your sackboy in ash after you exit the cannon.

To make sure you can't backtrack, there's a glass slide that slips you down towards the exit after you exit the cannon.

So my question would be how to implement a scoring system. My first idea was to have a few emitters inside the "scoring chamber" (the room before the scoreboard where I intend for the player to collect their score) and have those emitters triggered by proximity switches placed floating along the blasting range with more score bubbles awarded for the further you go.

The problem I'm having is making this fair scoring, as my cannon is on a 40-50 degree angle and I want to make sure I'm matching my points for each trajectory and not leaving blind spots.

Any suggestions would be greatly appreciated, even those who tell me to scrap the idea if it sounds boring.
2009-01-19 03:19:00

Author:
mhzinski
Posts: 6


Well, my TSR - Three Stage Rocket sounds like it has a pretty similar concept in terms of doing scoring. How I did the scoring for that was the closer and longer you flew near the green guiding lights, the ideal path, the longer the emitters would fire just next to the scoreboard, which would in turn give you more points.

I also had a sensor at the end, so that people who landed near in the right spot but did not do so well guidance wise got some points as well.

You could do the same thing but with sensors I am sure. But you might want to check out that level for an idea of how such a thing works.
2009-01-19 06:10:00

Author:
Elbee23
Posts: 1280


I think I've found a way to do this, I've been playing around with it and for the most part it has worked.

I've made a series of emitters that drop a certain amount of score bubbles and set different levels on a series of 30 proximity switches. These makes up 6 switch "layers" if you will that as you travel through you get the number of bubbles that corresponds to your level. The idea is the longer you stay higher, the greater your score.
2009-01-19 07:21:00

Author:
mhzinski
Posts: 6


Have you considered entering this in the Set the Scene (https://lbpcentral.lbp-hub.com/index.php?t=t=6647) contest? I haven't seen your set up, but it might be eligible to enter, perhaps with only a few modifications. 2009-01-21 00:09:00

Author:
Elbee23
Posts: 1280


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