Home LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run LittleBigPlanet 1 [LBP1] Ideas and Projects [Archive]
#1
Please don't steal this idea
Archive: 32 posts
I am going to make a tower defense game. I was wondering how I could make different waves of enemies everytime. It is a level were once you die you are dropped onto the scoreboard. So any ideas that could help thanks! And if I use the idea I will add your name to the description of the level when I publish it. | 2009-01-21 22:36:00 Author: Scar45 Posts: 13 |
I am sooooo stealing this idea... | 2009-01-21 22:37:00 Author: TheArmedReaper Posts: 1543 |
The bad thing about text is I can't tell if your sarcastic or not haha | 2009-01-21 22:42:00 Author: Scar45 Posts: 13 |
I'll say it again then. I am sooooo stealing this idea... Got it? Lol. | 2009-01-21 22:43:00 Author: TheArmedReaper Posts: 1543 |
lol@this thread. Here's how I would do it. The checkpoint starts on the top of the tower and then is dragged away via piston by a switch. Then make a way to count how many times the tower is touched by an enemy. Then when it has reached the amount (maybe 3 or 5), explosives in the tower go off to kill the player. The player is dropped over the scoreboard. | 2009-01-21 22:47:00 Author: Voltiare Posts: 646 |
He's being sarcastic Or not LOL | 2009-01-21 22:47:00 Author: dorien Posts: 2767 |
I stole this idea. Have each wave separated by some dissolve and have an AND switch per wave. When each monster is destroyed it activates a permanent switch and when all of them are destroyed for that wave, the dissolve holding back the next wave is dissolved. | 2009-01-21 22:47:00 Author: Trap_T Posts: 431 |
haha I looked up if anyone had done this and like the idea of the touching the tower! I thought of the Dissolve idea but I dont know how to make an AND switch. | 2009-01-21 22:54:00 Author: Scar45 Posts: 13 |
http://i156.photobucket.com/albums/t7/ontic/ANDswitch.jpg each enemy activates a piston. and you dont need all the key switches, only the last one I'm really stealing your idea, but I won't publish anything unless you give up O: so no more help from me ^^ | 2009-01-21 23:01:00 Author: Trap_T Posts: 431 |
I do like this idea though and seems like it would be pretty fun with 4 people. Does anyone have a logic switch video as I do not feel like describing it in words. Ah, I found one of the good ol' youtubes. QoPuEGuGix0 | 2009-01-21 23:04:00 Author: Voltiare Posts: 646 |
Thank you!!!!! Okay now to get to work. | 2009-01-21 23:10:00 Author: Scar45 Posts: 13 |
Alright here is how I would handle this. Respawning at End Have the start gate that is attached via piston to then end of the level with a sensor switch set to directional attached to it so when the sack person isnt within range of the sensor it gets pulled and just put this switch anywhere the sackperson cant get to. Hurt When Enemy Touches Base Now you have to design your tower to where it can stand with out a base usually through the means of a paper thin material holding it up that is attach to the ground. At the base of the tower you need a half dissolve block half explosive square with the dissolve block on the left and explosive on the right and you need as many of these as you want your player to have lives. Then you need to attach a magnetic key switch to the explosive part that is an on/off switch. Attach the wire to the dissolve block and the explosive. Now on all your enemies you have to have magnetic keys on there head matching the color of the key switches. And as the enemies run toward your base they will touch the block destroying themselves one life and one block on the base. Make sure you space the base block far enough to where they don't explode each other. Designing the Tower For the tower I would put a layer of not destructible material right above the base so the explosives dont destory the rest of the base and then build everything above that with destructible materials and explosives run through out it. That way when you set off the last life and lose you will set off a chain reaction leading up to the sack person killing it therefore spawning him at the end computer. Wave After Wave Now you can do this several ways but I suggest using a clock and a counter type thing. Have a giant or medium size roating circle floating in the heavens and at some point in the rotation have a key switch and a key interact as a one shot switch. Now design a horizontal area where you have an emitter at one end and several dissolve blocks that represent each wave going through it giving it a bit of room at the left of it. Now the emitter shoots a ball that has a magnetic key on it. Now you have to make sure that the ball hits the dissolve block before the block dissolves. Each dissolve block will have a magnetic key switch on it that will dissolve another gate releasing more baddies and they will also dissolve themselves so the next wave can be released. Then it will eventually reach the end where it can dissolve a gate to the end area that way they wont have to die to get to it they will just have to run. Enemy Spawning I suggest having emitters for spawning the enemies you can limit the number of times and emiiter spawns so you can control the count so just build gates for each wave that only one baddy for that wave can fit in. Then when the gate is open the baddy will leave and the next baddy can spawn untill the emitter runs out. Plain and simple. Well there is your level for you hope this helps. | 2009-01-21 23:34:00 Author: LordCanti07 Posts: 106 |
i saw someone else did this on the game faq forums, good idea though | 2009-01-21 23:51:00 Author: Hamsalad Posts: 2551 |
Yeah, but the easy way would be this, for the tower. Enemy with Mag Key Tower with matching switch, attatched to enemy (made of dissolve) and one layer of tower, so each enemy makes the tower drop down one layer. Then put a layer of gas on the bottom or something. In the OBJECTS SHOWCASE forum, someone has a player tracker. I bet that using mag switches instead of sensor switches would mean towers could aim at enemies! Also, making a health system can be done like this: Dissolve With mag key attatched to self Dissolve With mag key attatched to self Dissolve With mag key attatched to self Dissolve With mag key attatched to self Dissolve With mag key attatched to self Dissolve With mag key attatched to self Dissolve With mag key attatched to self ----Wall----- Piston with key, set really fast Enemy pushes up the key, dissolving one layer, and retreats before the next. something to this extent could be used for health! | 2009-01-22 08:37:00 Author: dkjestrup Posts: 672 |
I just thought mine would look cooler because everytime he got hurt there would be a small explosion on the bottom of the base. | 2009-01-22 14:19:00 Author: LordCanti07 Posts: 106 |
make waves in walls of disolve so when you want the next wave flick the switch connected to the dissolve so you pull when you want the wave - sorry if someones already said this | 2009-01-22 16:23:00 Author: Zommy Posts: 1232 |
I just thought mine would look cooler because everytime he got hurt there would be a small explosion on the bottom of the base. You think? I like the idea of it falling down a level, you could emit rubble as well! | 2009-01-22 21:39:00 Author: dkjestrup Posts: 672 |
I just like it when things go BOOM I'm not entirely sure I know what this is gonna be like cuz if there is someone at the top of the tower shooting down then wouldn't it mess up their aim if they fell down a level after being hit causing them to miss again and fall down till they lose??? | 2009-01-22 22:14:00 Author: LordCanti07 Posts: 106 |
I am going to make a tower defense game. I was wondering how I could make different waves of enemies everytime. It is a level were once you die you are dropped onto the scoreboard. So any ideas that could help thanks! And if I use the idea I will add your name to the description of the level when I publish it. *writes down on notepad* Aha, yes. Continue. | 2009-01-22 23:14:00 Author: qrtda235566 Posts: 3664 |
*writes down on notepad* Aha, yes. Continue.I lol'd. So how is the level going so far? | 2009-01-23 00:26:00 Author: Voltiare Posts: 646 |
You don't even need the checkpoint to move anywhere... make it break, and when the player respawns they will appear at the scoreboard. I did that in Lost In Limbo, Paintball 3000, and Fountain of Youth. Just need it set to a sensor switch that activates the overly-fast unstiff piston after appearing in the level (must be on a switch or it will break before the player can spawn). Set it up to violently collide with a solid, immovable object and the checkpoint will break. You can also set up things that will crush the checkpoint - whatever works for you. That you don't have to set the checkpoint up to have a free path to move anywhere, or towards the scoreboard. | 2009-01-23 00:48:00 Author: Unknown User |
Yes just like it was shown in this video (https://lbpcentral.lbp-hub.com/index.php?t=t=7849) from MM via the home page today.... . . . | 2009-01-23 09:23:00 Author: mrjoeyman Posts: 217 |
Just another thought... All the other ideas would work, but like for emitting the badguys you could just have a simple block of glass on a really long slow moving piston.. have a mag key on the block and mag switches lined up underneath on some sort of darkmatter track, then have each switch attached to a different emitter, so that as the piston slowly grows the badguys will spawn in order, have the last wave be the fastest strongest baddy, and it will attack indefinitely until the player looses... have either a start button or a proximity switch trigger a perminant switch that is set to directional and attached to the piston... I dont know if itll work for you, just seemed like a simpler way to solve the problem... at least thats what Im going to do in my tower defense game ^chuckles^ | 2009-01-26 02:35:00 Author: Madafaku Posts: 738 |
hehe I had a level in the works along these lines as soon as I DLed the MGS pack. But then I took up SEMINAL GEMINI with Ninja and scoffed at my earlier creation hahaha I hope you make it work though! Best of luck | 2009-01-26 03:36:00 Author: Neverynnal Posts: 374 |
This idea sounds awesome I hope you make it soon because I want to play now!! | 2009-01-26 04:08:00 Author: OverWork Posts: 873 |
Tek Defense, by PSN: Vice552 (search by PSN). He's got a pretty cool bank/point system and sticker setup for building different types of towers. It's not perfect by any means, but it's pretty **** cool. | 2009-01-29 10:28:00 Author: Teebonesy Posts: 1937 |
For my zombie survival level (a complete flop, but at least now I have a **** useful Logic) I used at first long strips with magnetic switches attached to about 32-way OR gates so that the level didn't fill up with thousands of emitters. Then at the end the last trigger started a wheel which would turn out very hard enemies to see how long the player could last. | 2009-01-29 12:58:00 Author: Shermzor Posts: 1330 |
Already thought of it, too late. It would make a great survival challenge game. | 2009-01-29 18:54:00 Author: TheJollyRajah Posts: 466 |
Sorry.. I've already started on something like this = | 2009-01-31 09:28:00 Author: Defaultsound Posts: 137 |
Sounds like A cool idea man...good luck (i won't steal it) | 2009-01-31 13:48:00 Author: Zorez Posts: 83 |
Yeah, I've never thought about this idea before, although it sounds excellent. | 2009-02-05 07:38:00 Author: Bear Posts: 2079 |
i made a 3x sackperson area (where you use 3 sack people to get a prize) it requires 3 people grabbing onto grab switches... each grab switch is attached to its own piston, and at the bottom of those three pistons is the magnetic key switch. when they reach the magnetic key, it activates the mechanism giving you the prize... would that be classified as an AND switch? if so, i involuntarily made an AND switch without a tutorial!! | 2009-02-07 23:27:00 Author: Noremac469 Posts: 143 |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.