A high-score tip
Moderators: Flumminator, Zomis
A high-score tip
I just discovered that using a CE with these settings is quite good:
Condition: Explosion of player 1 - CE Action: Exit player 1
That way, even if a player dies - he gets a highscore!
This can be quite good to use for "survive as long as you can"-style levels
Just wanted to mention it in case you didn't already know, see it as a "Tip of the day"
Condition: Explosion of player 1 - CE Action: Exit player 1
That way, even if a player dies - he gets a highscore!
This can be quite good to use for "survive as long as you can"-style levels
Just wanted to mention it in case you didn't already know, see it as a "Tip of the day"
This sounds like a useful trick!
The H. World levelset can be downloaded from http://www.bd-fans.com/RnD.html -- search The H. World on that page.
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- Joined: Sun Jan 28, 2007 11:53 pm
I'm going to say this.
I've finished the high score trick for Zelda. I uploaded the level file and my latest template.
Get it at RnD File Archive.
Thanks for your help.
Get it at RnD File Archive.
Thanks for your help.
I'm not sure if that's a good idea to do for all levels. I suggest making it a level-specific option.Holger wrote:Maybe I should give a high score even without this trick when the player dies and has already collected a score?
And by the way, for those who uses this trick: Remember that the time setting will also give you score! So the more time you have left (i.e. the less time that has elapsed since you started playing), the more score you will get from time bonus. So to prevent this, you could set the time bonus to 0 in the "INFO" level editor screen.
And instead of the time bonus you could make a CE like this:
Condition: Delay 1 second
CE Action: Set score + 1
> Remember that the time setting will also give you score!
Very good point here!
Probably the remaining time should not give any score at all if the player did not survive the end of the level -- else you could end with a solution that gives the most score when the player gets killed right after the start! :-o
Very good point here!
Probably the remaining time should not give any score at all if the player did not survive the end of the level -- else you could end with a solution that gives the most score when the player gets killed right after the start! :-o
Yes indeed. I think it's also possible to use some ce actions for the CE triggering the "Exit Player" so that it sets the score to 1000 - score/time or something like that. That way, the less time you have left (that is, the longer you have played) the more score you get.Holger wrote:> Remember that the time setting will also give you score!
Very good point here!
Probably the remaining time should not give any score at all if the player did not survive the end of the level -- else you could end with a solution that gives the most score when the player gets killed right after the start!
A nice findjust discovered that using a CE with these settings is quite good:
Condition: Explosion of player 1 - CE Action: Exit player 1
That way, even if a player dies - he gets a highscore!
But it also means they pass the level if they fail, which isn't so good. If you want to try again you'll have to go back a level every time you die which could be tedious :-\
It's good for classic BD intermissions though.