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Floating, Dissolving Blocks

Archive: 15 posts


Okay, I'm making a level based on the old Ice Climber for NES-
http://aliasyraf.files.wordpress.com/2008/11/nes_ice_climber.png
http://dailyscreenshots.de/screenshot/ice-climber/nes-1871411
And I was wondering if someone could help me make the dissolving blocks. The trick is, they need to float by themselves, and must be able to respawn and be broken again. Could someone please help me with this?
Thanks in advance.

Signed, The Timekeeper (SawronZXZ)
2009-04-22 01:01:00

Author:
SawronZXZ
Posts: 463


How do they dissolve? Grabbing, mag key, proxy?2009-04-22 01:18:00

Author:
Unknown User


How fast would these need to respawn? and would they need to respawn more than once? And would respawn be individual, or as an entire group?

sorry, never played ice climbers D:

One way i can think of doing this, involves 2 layers (a thin and a thick layer). You could make a "grid" (basically a bunch of holes where you want your blocks to be) in the thin layer and put individual emitters and inverted key switches for each one of the holes. For the blocks, you could attatch a thin piece of dissolve to the back of your block, so when placed correctly, the thin piece nests within the grid holes. Then, attatch a magnetic key to the block, and make it so both the block and the thin layer attatched to the block dissolve at the same time. These blocks would be emitted by the emitters (no duh) right into the grid holes, making them "float". Setting the emitters to infinite will keep the block there forever, and when the block dissapears, the emitter behind it will start counting down(as the block and key which stopped it from emitting are now gone) based on the time you set the emitting rate to and will emit a new block when its time for it to respawn. Unfortunately, this could get rather thermo heavy, rather fast, due to the individual emitting process =/


...sorry if thats confusing... i could make an example if you needed me to XD
2009-04-22 01:37:00

Author:
Burnvictim42
Posts: 3322


Hmmm. That's interesting. Well what needs to happen is when the player jumps, the block above them "breaks". The blocks are emitted via a monster (maybe a respawning one?) that travels back and forth across the screen. I'll see if I can find a gameplay video for you guys.2009-04-22 02:29:00

Author:
SawronZXZ
Posts: 463


Hmmm. That's interesting. Well what needs to happen is when the player jumps, the block above them "breaks". The blocks are emitted via a monster (maybe a respawning one?) that travels back and forth across the screen. I'll see if I can find a gameplay video for you guys.


hmmm.... well if thats what needs to happen... ugh... actually, that shouldnt be too hard.

(using the same method cause its all i have ) have the monster set up with a magnetic key instead of on the block... so the emitting is no longer inverted, and only goes off when the monster walks over it and if the block is gone. To make the blocks fall, just dissolve the thin layer, not the thick one. Hook up a motion sensor on each individual block, and adjust the directional radius so that it's only pointing downward, and only doesn't cover the "walk" zone, so you can't trigger it by walking over it, only by jumping under it. So, when you walk under the block, the thing holdin it up goes away, and the block falls To make the block break when it hits the ground, give it a different colored magnetic key switch, and make the blocks beneath it have the corresponding key attatched to them. By varying the keys, you could still make rows unto infinity.

probably similar thermo weight, but it'll get the job done.

and yeah, a vid might help. all i know about ice climbers is apparently they're only good when you get them De-synced in brawl
2009-04-22 04:10:00

Author:
Burnvictim42
Posts: 3322


Okay I found a video, what I'm talking about is at time intervals 1:40-1:50, 4:20-4:26, 5:53-6:00 and 6:04-6:20.

YouTube - Ice Climber - NES Gameplay

Watch the white monsters. Their pattern is walk...when it hits a gap it runs back, then walks again with an icicle thing, and when the icicle hits the gap it forms blocks. I'm not exactly sure how to do this, though the floating bit of it I will use, thanks.
2009-04-22 19:09:00

Author:
SawronZXZ
Posts: 463


okay... i see... hmmm...

well, for starters, your "monster" is probably going to be a character attatched to a horizonal piston, attatched to dark matter, right? If you want him to go back... hmmm....hmmm....

okay, think ive got it XD

So... the monsters attatched to the piston, and the pistons attatched to some DM. Now what you need to add is a switch to that DM. More specifically, you need a toggle switch. Basically... you'll attatch (yet another) mag key switch to your monster and the corresponding key to the blocks. You'll also need a second key switch for his ice pushing skillz. The key switch will be attatched to one end of the directional When he reaches an area where there is no block (ie: no key switch in front of him) he'll head back into his little hidey hole to fetch ice. You can adjust the key switch so it reads specific angles, so the monster doesnt walk off the cliff Now, what's REALLY happening is this: the key switch detecting blocks suddenly activates because there are no keys keeping it off. This activation moves the block on the toggle switch, changing his movement from going onto the screen, to off the screen.

Phew.

So thats the first part, the second involves the ice. You'll have to set up another key switch combination (gosh i love the little things), so that when the monster reaches the farthest back point of his run, an ice block drops in front of him. This ice block will have 2 different colored keys on it, and cause the second (or is it the third?) key switch on the monster to activate. This key switch will activate the other piston of the toggle switch, causing the monster to once again switch directions and start walking towards the unknown, ice block in tow. The second key on the ice block will activate the key switch on the block emitters, and in order to make the ice dissapear, you'd have to have the emitters also emit a thin layer with a key in front of the block. The key would activate the dissolve on the ice block, getting rid of the block, and because its emitted and not ATTATCHED to the block, it would fall down and not stop the ice from passing by it ever again. Over time, those keys could pile up at the bottom of the level, so you might want to have something down there to crush the blocks which fall (possibly even triggered by said key ). Or, the key could be part of a seperate emitter tied to the same activating key switch, and have a life span of .01 seconds, effectively killing the ice block, and dissapearing immediately afterwards.


OKAY! XD

again, if my wording is confusing, i can make an example. For more info on toggle switches, check out MM's second tip special (around 2:30)

*phew* i'll be glad when this level is done! haha
2009-04-22 21:24:00

Author:
Burnvictim42
Posts: 3322


Wow! Thanks, I'll try this. For now though, I released a small level called "Ice Climber Concept" so you can see what's going on. If you want I can make a locked version with visible switches and give you the combination. Thanks loads though, you saved me lots of time. Now on to the polar bear...

EDIT: I republished it with thinner blocks. (They're up higher too.)
Next up is the spawning. I need it to be so that you spawn on the level you died on, so you don't have to climb up again. Any ideas?
2009-04-23 22:41:00

Author:
SawronZXZ
Posts: 463


um... all i can think of is attatching a portal to a player tracker. Check out Reinheart's level "Day Night example" for a free one, and an example on how to use it/how it works. I'm not entirely sure it would work that well though, but it will certainly follow the player. (the problem i have with this idea is that the portal would have to somehow be able to move freely between the levels- but maybe you could put the portal in the plane in front of the actual gameplay?)2009-04-24 01:30:00

Author:
Burnvictim42
Posts: 3322


Yea, but see the blocks are only one plane thick and with the sensor on each block... I guess it would just look weird jumping in front of the block and it dissolves... I guess I could make it one plane... Hmmm... I'll have to experiment with it. Any suggestions regarding the screen moving up as you progress? (Wow I have a lot of questions ) ~2009-04-24 02:06:00

Author:
SawronZXZ
Posts: 463


I'd either make the same suggestion (player tracker except with a camera zone on it)- but you could put this one on the side of your level. Or check out side scrolling levels (as this is just "vertical scrolling ) I'm not entirely sure what the mechanic is offhand though.

and questions (hopefully) result in better levels! XD
2009-04-24 02:22:00

Author:
Burnvictim42
Posts: 3322


The thing is, with side-scrollers like LittleBigContra, gravity works with you. ;p2009-04-24 02:49:00

Author:
SawronZXZ
Posts: 463


Glue very small (so they're invisible) flat pieces of dark matter to the fronts or backs of the blocks.2009-04-24 03:03:00

Author:
Tyler
Posts: 663


Yea, but see the blocks are only one plane thick and with the sensor on each block... I guess it would just look weird jumping in front of the block and it dissolves... I guess I could make it one plane... Hmmm... I'll have to experiment with it.
Don't forget to set the sensors to an angled sensor area. You don't want people to set them off while they're running on top of them

Glue very small (so they're invisible) flat pieces of dark matter to the fronts or backs of the blocks.
Next time, please read more than the title. That question was long since answered.
2009-04-24 12:09:00

Author:
Sackdragon
Posts: 427


Don't forget to set the sensors to an angled sensor area. You don't want people to set them off while they're running on top of them

I know, I meant jumping in front of the whole block because it's only one plane thick. If you want you can see what my basis is so far in "Ice Climbers Concept" (A small sample I whipped up-sounds like I'm talking about food lol-Anyway...)
2009-04-24 12:19:00

Author:
SawronZXZ
Posts: 463


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