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Scrolling shoot'em up

Archive: 3 posts


Hi.

I was planning a departure from my usual linear, platformers and fancy trying out a scrolling shoot'em up. However I have no idea what I`m doing to any help tutorial vids, good examples, previous threads etc) would be greatly appreciated.
2009-04-13 22:52:00

Author:
Matt 82
Posts: 1096


Search up LittleBig Contra, that's a good example. I'm actually making a scrolling shoot em-up. I made part one, which isn't really running jumping and shooting, it's more of a tutorial. Part two will be the real thing though.2009-04-14 00:12:00

Author:
Kog
Posts: 2358


The easiest way to do these things is to make a track out of dark matter. Place a long cart with wheels at opposite ends of the screen on the dark matter. Use a normal bolt on the front wheel and a motor bolt on the rear wheel. This cart will continuously move in the direction and speed the motor bolt is tweaked to. Make the wheels out of rubber and the cart out of a heavy material (stone or metal).

Now, place a camera on the cart and set the zone in the area underneath the cart. Set tracking to the minimum. You will probably want to zoom it all the way out. Do not place the cart and track in the camera frame. You will then construct a box out of a light weight material and attach it to the cart by a stiff rod. The box should frame the camera's zoom area. Use the lethal gas tool to turn the box into lethal gas. This will kill sackboy if he exits the screen.

Now just build your level along the area the box travels. You'll want to use the frontmost layer to prevent sackboy from jumping down. The gas from the box will pass through solid objects so you don't need to worry about it getting stuck.

Next you'll want a checkpoint that floats along as the level moves. All you need to do is attach a checkpoint to the cart via a stiff rod. This can be improved upon slightly by using a stiff piston. Place a proximity switch on the checkpoint and set it to 1. Attach it to dissolve the key for a permanent switch. The permanent switch is set to directional and wired to the piston. So once sackboy touches the checkpoint it rises to the top of the screen. Note that the check point will not pass through solid objects. It actually exists in a thick layer, not a thin layer. You must make sure that the checkpoint has a clear path to travel. I'd also recommend placing a magnetic key on the checkpoint and a magnetic key switch set to on/off to make sure the cart does not begin moving until sackboy activates the checkpoint.

One final piece of advice. You'll probably want to place a magnetic key on the cart itself. Use this key to control the timings of the level. If you want a creature to jump out at a certain point just use a magnetic key switch to activate when the cart passes a certain position.
2009-04-14 16:10:00

Author:
dcf
Posts: 468


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