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#1

Want a destroyable object to reward players

Archive: 15 posts


Ok so here is the setup:


I have a space battle on my next level...The 'bridge' of the spaceship your on is where the action takes place.

The Bridge is made up of 1 thick layer and 1 thin layer.

In the level the enemy ship (the BORG) is your adversary. He takes up one thick layer. You fire at him (with plasma/paint balls) to remove his shields (the ship outer structure is broken into 4 quadrants that will come off as it takes damage)

You also have asteroids floating around. (these also take 1 thick layer) You have missiles to take these out.


Ok here is the issue:

The Borg ship is your primary mission, but the asteroids are where you will score points.


What I want to happen:

When you destroy an asteroid I would like bubbles to drop near the exit. I want them to drop there because if you get killed before the mission is over then you will go to a different area/scoreboard for the finish. Only if you complete the mission do you get the chance to claim your score bubbles.


**Sounds simple right?**

Well if I emit them...then no wires will be hooked up so that wont work (I don't think) Correct me if I'm wrong on the emitting things with wires...


I can have them in the level to start which I could then hook the wires up to either emitters to produce the bubbles or bubble boxes which will drop the bubbles when activated.

I want there to be quite a few of them so you feel like your in an asteroid field. While this is possible it will make laying out the level much more difficult.


So I'm hoping some of you very intelligent designers have some idea (maybe something that I'm not thinking of) that helps me around this problem.


It (the asteroid) cant take up more than 1 thick layer.

I have stars that fall in the back and next forward thin layer so it can not occupy those spaces.


Any Ideas would be greatly and well received!
2009-05-04 18:13:00

Author:
AJnKnox
Posts: 518


set up a magnetic switch system on your asteroid and switch it to inversed. Inversed will activate the emitter when the key (attached to the asteroid) disappears on destruction. Of course connect this switch to the emitter obviously and have the emitter near the sack boy. Use an emitter/mag-switch for each asteroid. Emitter should be set to on/off.

So if I'm not misunderstanding you, this system woul'd work.
2009-05-04 18:36:00

Author:
mindphaser74
Posts: 349


That's how I'd do it - the only thing I wonder about is you only have 8 colors for the mag/key switches right? So if you set it for inverse and you destroy 1 asteroid it sets off the emitter. How would you get the same color mag key on multiple asteroids to set off different emitters?

Could you have a set of 4-8 colors of key switches on different asteroids on screen at any given moment, then have those set for inverse so when they are destroyed they set off the mag switch - BUT rather than that switch turning on the emitter - could you have it emit another emitter that would then activate as it came into being and that one would emit bubbles? Or would that be redundant?

I'm trying to visualize this from work and I'm sort of confusing myself I think.
2009-05-04 19:31:00

Author:
Morgana25
Posts: 5983


It is possible to emit objects with switches attached. I did it at the end of my new Commando level to emit some explosives with a switch attached which you can then use to detonate them and destroy the big gun.2009-05-04 19:40:00

Author:
mistervista
Posts: 2210


I did this design exactly on Tiger Woods Mini Golf.

This is all going to depend on the design, and some designs are more efficient than others.

If all the score objects exist to begin with (are not emitted themselves), you could have the destruction of each object also trigger "one shot" emitters that drop points to the end of the level. If you place 1 emitter per asteroid, for instance, and set it to only emit 1 it's pretty efficient.

If your score objects are emitted, you could have them emit an object with a magnetic key, and have a single magnetic switch set 1 shot to trigger a single emitter set above a bin at the end.
2009-05-04 19:45:00

Author:
CCubbage
Posts: 4430


It is possible to emit objects with switches attached. I did it at the end of my new Commando level to emit some explosives with a switch attached which you can then use to detonate them and destroy the big gun.


Ok so what your saying is: I can emit an asteroid with mag switches and keys attached. But does it also connect with a way to drop the bubbles?

I would have to emit the whole rig (the asteroid with attached switches which connects to the bubble drop part as a whole unit) Of that I am more sceptical...having two separate items connected via wires that are emitted...

I thought about your suggestion...but the bubbles would have to be in the asteroid if I am understanding you. That wont work cuz I cant cover them (only 1 thick layer) Unless I am misunderstanding your meaning...

Or are you referring to having them present when the level starts...


Please elaborate



2009-05-04 19:52:00

Author:
AJnKnox
Posts: 518


I did this design exactly on Tiger Woods Mini Golf.

This is all going to depend on the design, and some designs are more efficient than others.

If all the score objects exist to begin with (are not emitted themselves), you could have the destruction of each object also trigger "one shot" emitters that drop points to the end of the level. If you place 1 emitter per asteroid, for instance, and set it to only emit 1 it's pretty efficient.

If your score objects are emitted, you could have them emit an object with a magnetic key, and have a single magnetic switch set 1 shot to trigger a single emitter set above a bin at the end.


Ahhhh....I see what your saying...kinda




2009-05-04 19:56:00

Author:
AJnKnox
Posts: 518


So:

First suggestion (all astroids exist to begin with):

Astroid has a paintinator switch set to "1 shot". Switch set to a point bubble emitter above a bin at the end, AND set to destroy the astroid. When paintinator switch activates a point drops in a bin at the end.

2nd suggestion (if astroid is emitted):

Emitted astroid has a paintinator switch and an emitter attached. Emitter on astroid emits a blue magnetic key (for instance) and destructs the astroid. A blue magnetic switch set to 1 shot in the area activates a point bubble emitter into a bin at the end.
2009-05-04 20:02:00

Author:
CCubbage
Posts: 4430


Not sure sorry, it sounds a bit more complex than what i did. Difficult to say without knowing in more detail exactly how you want it to work and where things are in the level.
To be honest i only know simple stuff anyway so you're better off taking the other members advice as they are more savvy with the technical stuff.
2009-05-04 20:03:00

Author:
mistervista
Posts: 2210


What Ccubage is saying is probably the way to do it. I have a similar setup in my unfinished (and probably won't ever be finished lol) shooting gallery level. When you shoot the target, it emits a key, a key switch picks it up, and starts emitting points up the wazoo. You could make your asteriods explode with debris if you wanted to hide the offending key.2009-05-04 22:02:00

Author:
Burnvictim42
Posts: 3322


Ok so what your saying is: I can emit an asteroid with mag switches and keys attached. But does it also connect with a way to drop the bubbles?

I would have to emit the whole rig (the asteroid with attached switches which connects to the bubble drop part as a whole unit) Of that I am more sceptical...having two separate items connected via wires that are emitted...

I thought about your suggestion...but the bubbles would have to be in the asteroid if I am understanding you. That wont work cuz I cant cover them (only 1 thick layer) Unless I am misunderstanding your meaning...

Or are you referring to having them present when the level starts...


Please elaborate





I would give up on the idea of emitting the asteroids. That could kill your therm. Make them non-emitted, bolt them to the background, add a mag-switch to the background and a key to the asteroid (or the other way around). Set switch to inverted. Next, place an emitter for each asteroid near where you want the score bubbles to appear. Hook up each mag-switch to it's own emitter. When the asteroid gets destroyed, its corrosponding emitter will spit out the points.

An even easier way is to not use a mag key at all!. Just use a mag switch (NOT set to inverted) and hook the cord up to the emitter. Place the switch on the destroyable asteroid and when it is destroyed the switch (which was stopping the emitter from emitting) gets destroyed with it and all the buubles spill out.

PS my advice does not pertain to the paintinator as I've never had the MGS pack.
2009-05-04 23:32:00

Author:
mindphaser74
Posts: 349


I would give up on the idea of emitting the asteroids. That could kill your therm. Make them non-emitted, bolt them to the background, add a mag-switch to the background and a key to the asteroid (or the other way around). Set switch to inverted. Next, place an emitter for each asteroid near where you want the score bubbles to appear. Hook up each mag-switch to it's own emitter. When the asteroid gets destroyed, its corrosponding emitter will spit out the points.

An even easier way is to not use a mag key at all!. Just use a mag switch (NOT set to inverted) and hook the cord up to the emitter. Place the switch on the destroyable asteroid and when it is destroyed the switch (which was stopping the emitter from emitting) gets destroyed with it and all the buubles spill out.

PS my advice does not pertain to the paintinator as I've never had the MGS pack.
Keep in mind, it also depends on the design - emitters are not necessarily inefficient - only if you set the max number that can be emitted at once greater than what you really need. In order to calculate the thermo, LBP takes the thermo the emitted object would normally take in the level, multiplied by the number that can be emitted at once. I did a number of experiments on this (such as placing 100 complex shaped objects in a level, then comparing it with an emitter containing the same object with 100 max emitted at once).

The main reason for using a mag switch and key is that you would only need a single mag switch connected to a single emitter for dozens of astroids.
2009-05-05 04:39:00

Author:
CCubbage
Posts: 4430


hmm... this ones tough...
you using paintballs to get rid of asteroids?this makes it the most simple!
set the switch to destroy the asteroid AND trigger an emitter, make alot of these and your done....

or you can have a little complex shape above where the bubbles drop, so each paintinator would dissolve a tiny wall rewarding 3-4bubbles?

and for the "winning takes you somewhere else"
you could make all the bubbles end up ABOVE the end, then put a sensor at the end of the level, so if you reach the end, the sensor drops the bubbles rewarded, if you dont, they stay above, simple!
2009-05-05 04:40:00

Author:
johnrulz77
Posts: 835


hmm... this ones tough...
you using paintballs to get rid of asteroids?this makes it the most simple!
set the switch to destroy the asteroid AND trigger an emitter, make alot of these and your done....

or you can have a little complex shape above where the bubbles drop, so each paintinator would dissolve a tiny wall rewarding 3-4bubbles?

and for the "winning takes you somewhere else"
you could make all the bubbles end up ABOVE the end, then put a sensor at the end of the level, so if you reach the end, the sensor drops the bubbles rewarded, if you dont, they stay above, simple!
Yes, that was exactly my suggestion above if using non-emitted astroids:

Astroid has a paintinator switch set to "1 shot". Switch set to a point bubble emitter above a bin at the end, AND set to destroy the astroid. When paintinator switch activates a point drops in a bin at the end
2009-05-05 04:44:00

Author:
CCubbage
Posts: 4430


Well I have looked over your answers...

I am trying to give variety to the action.

The BORG ship is on a track right behind the Bridge. It will move left and right and up and down...giving it that 'fly by' effect.

You will fire at it (BORG) with your Phasers...which are really plasma balls {for visual appeal} and paint balls {which really inflict the damage}

On a track behind that will be the asteroids.
I have made the track a big oval.
I have made a little vehicle which the asteroids are attached to that has rockets to hold it in place when it goes upside down.
They will move around the oval and when on the bottom they will pass in front of the view screen, when on the top they wont be seen...in this way I can send groups of them past you (to distract you and reward you!)

I wanted to use the 'missiles' (Photon Torpedoes...which I cant say in game due to the root word 'pedo&apos for the asteroids as this gave it some visual punch and sound impact.

I guess I should have painted the full picture for you guys...sorry I left out some of the details...was trying to keep some of the concept secret to add more punch when you finally saw it! (sly grin)

For the ending...If you die you will go to a loser scoreboard.

If you complete the mission you will move to the winners area and get your hard earned points.


Long story short (too late) you guys have given me alot to think about...I think I will go with having all the asteroids present at the start of the level. Which will solve several problems. It just means the oval they run on has to be big enough to hold them all.

This way I can use mag switches and keys...when key is gone bubbles drop near the end from a simple bubble box. I think this will be less thermo heavy than using emitters to drop bubbles...but I could be wrong...wouldnt be the first time


Thanks for your input and if you have any suggestion now that you know the full story...please let me know.
2009-05-05 16:30:00

Author:
AJnKnox
Posts: 518


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