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#1

My little project: Sunday Denight, with a day and night system!

Archive: 7 posts


I myself haven't seen a level with my idea, so even if there is a level, I'm still gonna try and do it.

Basically using the global settings switch, I'm going to have a level which changes itself according to a day and night switch that'll be spotted around the levels. Also, I could do with a little help..

I want to have like a sun/moon that is in the top left corner at all times, that follows you. If you catch my drift. Any ideas on how to do that?

Either way, I'm working on it.
2009-05-10 18:38:00

Author:
Jetamo
Posts: 16


Hmm, I should really post this in Object Showcase as an object. A panel with sackboy sensors either end. When you move left, you step into one of the sensors, moving both the panel and the moon, done via a 3-way switch with winches attached (the sensors go to the winches). The thing is, the moon'd move a bit jerk-ily, and wouldn't go up-down, although you could add one sensor that activates if you fall below it, and another one set to inverted so if you jump above it goes up. Another problem is if you die - you could have one sackboy sensor covering the whole thing set to ALL so that if all sacks die, then the whole thing gets re-emitted.2009-05-10 18:47:00

Author:
dawesbr
Posts: 3280


I've seen a level like this... if all it is is a day night change. Its by a creator called "Reinheart" and called "Day night example". He actually made this before CY. I mainly use it to show people where to get a player tracker ;p


But... that player tracker would help the sun/moon follow, easy. so go check it out XD
2009-05-10 20:06:00

Author:
Burnvictim42
Posts: 3322


That's a really good idea for a level, and Dawesbr's way to get the sun/moon following you would probably work fine. Please tell us when this is done!2009-05-10 21:11:00

Author:
lk9988
Posts: 1077


Another problem is if you die - you could have one sackboy sensor covering the whole thing set to ALL so that if all sacks die, then the whole thing gets re-emitted.

Problem is, when a sackboy dies, a sensor pointed at the location where he died will continue to register his presence for a couple seconds... So if you're counting on the sensor to tell you when no sackboys are present on the level ('cause they're all dead) it may never happen.

I think a better approach, if you really need to do some housekeeping when the player's locaation changes due to a respawn, would be to put sensors at each checkpoint - and then maybe make the checkpoints retract into the floor when not in use, like in the "Collector" boss levels, so that they never get triggered unless someone's respawning in 'em...

Then you'd probably also need some logic that cancels the re-emit of the sun if the sun's already within some reasonable range...
2009-05-11 05:46:00

Author:
tetsujin
Posts: 187


Hi.

Thanks for the levels for me to take a look at. I had a vague idea how to do it, inspired by Dawesbr's double jump thingamajigo.

I'm intending for the level to be a bit puzzley and a bit platformy. A bit like Zelda's Oracle of Ages, to be honest. >_>
2009-05-11 13:30:00

Author:
Jetamo
Posts: 16


Update..erm...no update.

>_> I might scrap the sun/moon following you till the actual level's made.
2009-05-19 13:55:00

Author:
Jetamo
Posts: 16


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