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#1

Magic Mouth Switch

Archive: 9 posts


I had a pretty simple idea for making a more versatile magic mouth.

Problem: When a person closes the speech bubble, there's no way of telling whether the speech bubble is still open, or when they've closed it. So, many levels (including mine) resort to forcing the text to advance at some fixed rate, or making the player walk forward a little bit between lines of text in order to get "cinematic" events to happen at the right time relative to the speech bubble that is currently open.
Solution: A magic mouth that has a wire coming off of it that can be used just like any other switch.


Magic Mouth Switch Output Styles:
Direction: Outputs backwards when the speech bubble is not open, forwards when it is (or reversed based on whether "backwards" is checked).
-Can be used to hook up a mouth to a logic gate.

On/Off: Outputs On only when the speech bubble is open. (or the other way around)
-Could be used for visual effect, for instance a character's mouth motor bolt moving only when they're talking

One shot: Two possibilities: Either it outputs the "one shot" when the speech bubble is open, or when it is closed.
-"Backwards" option lets you choose whether it triggers at the beginning or end of the dialogue. If it triggers at the end, you could have closing the balloon trigger an emitter, or open another balloon, to remove the arbitrary 8 balloon limit.

Speed: Unused, or possibly the same way a sensor switch works when set to speed


Uses: Take a look at this mess.
http://flyingbreakfast.com/lbpbeta/mimiga1.JPG

WORDY EXPLANATION:
In this cinema, all three characters are emitted at different times, so the switches attached to their mouths needed to be emitted with them. To make this work they had to be hooked up to the switches that would be triggered in series in their captured object.

I created the character in the scene with the timeline of events, and then moved the character and their sections of the timeline down and captured them. Then, I emitted them at the point when they should appear.

A piston that takes something like 2 minutes to fully extend slowly passes by each timeline section and triggers the mouth and whatever scene related events happen at each point such as emitters, sound effects, music, etc.
This system took DAYS to get it working, just for a two-minute cinema, or something like that.

If mouths could be used as switches, everything could happen within this very small room with no visible switches:

http://flyingbreakfast.com/lbpbeta/mimiga6.JPG

Just hook one mouth up to the next, and the player can progress through the dialogue at their own pace, rather than at yours. Hook one up to an emitter and you can have a character appear in the room and start talking. When you close the last balloon, a boss battle or something can begin.

What do you guys think? Besides TL;DR?

(If you want to see this chaos in action, check out my level Cave Story: Mimiga Village and leave feedback )
2009-05-12 06:11:00

Author:
phort
Posts: 74


In this cinema, all three characters are emitted at different times, so the switches attached to their mouths needed to be emitted with them. To make this work they had to be hooked up to the switches that would be triggered in series in their captured object.

I created the character in the scene with the timeline of events, and then moved the character and their sections of the timeline down and captured them. Then, I emitted them at the point when they should appear.

A piston that takes something like 2 minutes to fully extend slowly passes by each timeline section and triggers the mouth and whatever scene related events happen at each point such as emitters, sound effects, music, etc.

I went through the exact same thing, bro. It was horrible. ):

http://img8.imageshack.us/img8/592/aphotoq.jpg
2009-05-12 12:57:00

Author:
Chin Fish
Posts: 32


not the same thing, but i'd like it if creators left the text blank, then no speech bubble would appear.2009-05-12 14:18:00

Author:
Matt 82
Posts: 1096


Take a look at my old post here (https://lbpcentral.lbp-hub.com/index.php?t=t=9133). I think you'll find it covers the exact same idea.2009-05-12 15:05:00

Author:
dcf
Posts: 468


It's a nice idea. It'd be much quicker and easier to make a good cinematic sequence if there were magic mouth switches.2009-05-12 18:28:00

Author:
lk9988
Posts: 1077


One easy improvement they should give us before anything else is a decent character limit + color + a couple of fonts .... just like in story mode.

.
2009-05-13 20:51:00

Author:
RangerZero
Posts: 3901


It would be great if Mm could give us a magic mouth, but with multiple speech bubbles/camera angles (so you can just press circle to move to the next speech bubble). That way, you can read the text at your own pace, and you won't need one magic mouth per speech bubble.2009-05-16 01:24:00

Author:
Entity
Posts: 274


The best way I've found to make cutscenes is to attach it to a one-shot sensor switch, then wire them in the order you want them to be read. Once the person steps into the sensor switch, the conversation will start with the first mouth you wired, and continue in the order you wired them.

Don't know if it's relevant to your situation, but that's how i created the cutscenes in Circle I of Sackboy's Inferno.
2009-05-16 02:33:00

Author:
DJLols
Posts: 217


Having a magic mouth BE a switch... that would be wierd. I could definitely see the uses though, it would just be kind of an odd thing since i'm so used to hooking it up that way.

If you're having trouble with stories and stuff, try using Maraz_Matari 's talking mouth tool- its amazing for stories, and might help you with your effects.
2009-05-16 21:31:00

Author:
Burnvictim42
Posts: 3322


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