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Transferring Time Between Sub Levels

Archive: 11 posts


In my level (consisting of 30 stages), there will be an "Endurance" mode. In this mode you have to complete all stages in one sitting (compared to the standard mode, where you can save your progress and then start where you left off the next time you play).

Now, at the moment I have it so that you're given 100,000 points at the start, and this score is then carried through the sub levels towards the end. It works ok, but I'm not 100% satisfied with it.

So, I thought about timing you and at the very end, giving you a score and prizes at the end of the level (after being transferred through a few sub levels) based on your final time.

Any advice for this?
2013-01-24 10:21:00

Author:
Ali_Star
Posts: 4085


Well, since you already have the score transfer system established, all you would have to do is set up a system which senses the players final score (using score sensors, of course), then choose what prizes will be available when they have a certain amount of score. Say, 1,000 gives the worst or less favorable prizes, and the higher the number, the better the prize. So lets say you finish with 53,567 points, then the score senor for 50,000 and all the sensors for lower scores would activate, giving the player those prizes. However, if you want ONLY certain prizes for certain scores, and not the higher the score, the more you get, then that's another story. But I won't get into that yet in-case this already answered your question.2013-01-24 17:58:00

Author:
theIronHorse
Posts: 279


Well, scores transfer automatically between sub levels, so that's not an issue.

I've been thinking, I don't NEED the time to carry over. I can just calculate your score at the end of each sub level. But I'm still not 100% on how to give a score based on time taken. I know for a fact this has been done before, does anyone know the logic for it?
2013-01-24 18:13:00

Author:
Ali_Star
Posts: 4085


Well, if you set up each level with a system that slowly remove points, and since the levels carry points, you could use the points as the timer itself, and use the system I explained above to build the prize system.2013-01-24 18:58:00

Author:
theIronHorse
Posts: 279


Well, if you set up each level with a system that slowly remove points, and since the levels carry points, you could use the points as the timer itself, and use the system I explained above to build the prize system.

Well that's what it does at the moment. Looking back, it wasn't clear my first post - you're given 100,000 points at the start and you lose 10 points per second. It works fine, but like I said, I'm not completely satisfied with it and I would like a "timed solution".

Another piece of info which may or may not be relevant to the solution for my connundrum - When you're in Endurance mode, at the end of each sub level you're given 500,000 points.This is so that the next sub level can recognise that you're in Endurance mode (I then take the extra 500,000 points away from you so the score balances out).
2013-01-24 19:31:00

Author:
Ali_Star
Posts: 4085


hmmmm......To be honest, the only way I see how to do this sort of thing would be with a memorizer from LBPV, but, thats impossible :whatever:
I suppose that you could have a sort of subtraction system, where it uses the score as the timer still, except it would subtract a score that is always there to find the real time you took on the level, but that's a tad beyond me as of the time I'm typing this. I'll keep thinkin about this, but what I've told you so far is the best I can give you right now.
This tut. might help you:

http://www.youtube.com/watch?v=pLF_GsQmPdU
2013-01-24 19:51:00

Author:
theIronHorse
Posts: 279


Funnily enough, I did actually think about that tutorial a while back. I write a lot of notes during my level creating... you know like stuff to fix at a later stage etc. So before I even got to working out the level select logic, I wrote "Watch comph tut". I never did watch it in the end, but I might have a looksee tonight to see if anything can help me.2013-01-25 11:07:00

Author:
Ali_Star
Posts: 4085


ali I think I know how you can go about this I will need a day or so to check to see if I'm right but if you use a timer based on 1 second into a FB loop before the player moves to the next level grant the score then on load remove the score using a binary encode you can do just about anything with 4 million bytes its actually very easy to do if you want I can show you in create mode2013-01-28 06:26:00

Author:
JKY
Posts: 119


ali I think I know how you can go about this I will need a day or so to check to see if I'm right but if you use a timer based on 1 second into a FB loop before the player moves to the next level grant the score then on load remove the score using a binary encode you can do just about anything with 4 million bytes its actually very easy to do if you want I can show you in create mode

Could do. I'm also thinking - is there a way to calculate your final time based on your score. If you start with 50,000 points and you lose 10 points per second, presumably there could be a way to work out the points difference at the end and convert it to a final time?
2013-01-28 09:50:00

Author:
Ali_Star
Posts: 4085


yes if you take the percent of a score counter that is 50,000 it will give you a percent all you have to do is use that number divided by 10 and you will get the amount of time it took2013-01-28 12:37:00

Author:
JKY
Posts: 119


I want it to produce a digital display of the time taken in hrs:mins:seconds. It's not as simple as dividing the number by 10. The comphermc tutorial on Signal addition/subtraction mentions a logic tool by some guy named phort. This converts the difference between 2 values, and gives a digital display of the % difference, it does this to 4dp - ie 50% would be 0.5000.

Now, every digit in that 4dp display goes from 0-9, but with hh:mm:ss that's not the case. It goes:

0-9,0-9 : 0-5,0-9 : 0-5,0-9
2013-01-29 09:57:00

Author:
Ali_Star
Posts: 4085


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