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A high-score tip

Posted: Mon Nov 20, 2006 9:24 pm
by Zomis
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" :)

Posted: Mon Nov 20, 2006 10:07 pm
by Daniel H.
This sounds like a useful trick!
:)

Posted: Mon Nov 20, 2006 11:15 pm
by Holger
Cool! :)

Posted: Tue Nov 21, 2006 1:59 pm
by Zomis
Oh, no one already knew this? Cool 8)

Posted: Sun Feb 11, 2007 5:58 pm
by Gavin
Well spotted! I'm gonna make some levels based on that :D

A generator spewing out robots or yam-yams and the player simpy has to dodge them as long as they can or something. Simple but good fun.

I'm going to say this.

Posted: Mon Feb 12, 2007 10:34 am
by Larry Stein
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.

Posted: Mon Feb 12, 2007 8:45 pm
by Holger
Maybe I should give a high score even without this trick when the player dies and has already collected a score?

This could also be of interest for the "online high score" thing (which I'll answer in a few minutes).

Posted: Mon Feb 12, 2007 9:50 pm
by Zomis
Holger wrote:Maybe I should give a high score even without this trick when the player dies and has already collected a score?
I'm not sure if that's a good idea to do for all levels. I suggest making it a level-specific option.

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

Posted: Mon Feb 12, 2007 10:57 pm
by Holger
> 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

Posted: Tue Feb 13, 2007 4:21 pm
by Zomis
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! :-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.

Posted: Sat Feb 17, 2007 12:37 am
by RAP
Great, maybe I can use this in my mini-games... 8)

Posted: Fri Mar 09, 2007 11:26 pm
by Alan
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!
A nice find :-)

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. ;-)