View Full Version : Sackperson Counting Device

03-28-2009, 02:48 PM
Hey all. By popular demand, I just published a device to count the number of players.

The level is called "How many Sackpeople?".

A simple obstacle separates the players and counts them as they pass, keeping track of the number for use later in the level.

If you want the counting device (optional), you can grab it at the scoreboard. Using it should be fairly straightforward.

03-28-2009, 04:26 PM
Cool... I will definitely check this out. Thanks Gilgamesh!

03-28-2009, 07:52 PM
does it count another scakbuy if u go back then threw again?

03-28-2009, 10:17 PM
Very nice work. We tested it out and it works like a charm!

03-30-2009, 06:38 AM
Could you explain how you realized it now? I don't want to wait til I come back to my ps3

03-30-2009, 05:13 PM
Not that complicated. Sackboys go up a tube one at a time using a sponge on a winch (which is only strong enough to carry one Sackboy at a time). Once at the top, if they let go they fall onto a glass slide which slides them to the right in a receptacle with a Require All sensor switch.

In the middle of the slide is where the Sackboys are counted (an emitter causes a control device to rotate at precise angles, activating one of 4 switches depending on how many times it's been fired). A one-way door keeps them from jumping back up the slide and skewing the count. Once all the Sackboys are through the obstacle and in the receptacle, a wall of Dissolve fades away allowing them to continue to the right.

It looks kind of like a playground slide.

03-31-2009, 05:52 AM
That is a really interesting solution, thanks for sharing.

04-07-2009, 09:19 PM
How does it compensate for sackboy suicides? (sb going through twice)

04-07-2009, 10:22 PM
It doesn't. We had a discussion in another page about this, and I had a different method of counting that may have worked:

Sackboys in a tube

Plasma balls being fired at intervals

The plasma ball can only kill ONE sackboy (even if they're on top of each other)

Magnetic key on checkpoint

Magnetic Switch next to checkpoint

When sackboy's killed, switch activated, adds one to the count

The timing would mean that the time between four people dying isn't enough for the count (I think it's possible), and even then I think the box you spawn into shaking about should prevent suicides.

So when the require all switch is triggered in the spawn section, you can continue.

Counting all players, without drawback.

04-08-2009, 12:15 AM
Any Sackperson counting device can ultimately be tricked... as long as you have knowledge of how it works. The ideal solution should be one that doesn't look like a counting device, thus doesn't inspire players to try to cheat it. :)

Chin Fish
04-08-2009, 01:01 AM
I'm using this in a level that I'm making. It changes depending on how many sackboys are playing. However, due to having to make four levels in one might force me to ditch the idea or make them very small. So I may or may not publish this level and you may or may not see your creation put to good use.