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#1

STUCK!.... or are you?

Archive: 17 posts


well for my giant scarab thing-type boss i want an attack to be it spits this gew, and if it hits you your stuck in it for 5-10seconds.


any ideas on how im going to do this?
2009-05-18 21:29:00

Author:
johnrulz77
Posts: 835


get a llama they spit green st00f2009-05-18 21:34:00

Author:
01philip01
Posts: 545


I don't know if this will work but could you have something emitted that has a player sensor on it with a small radius. If the item gets close enough to sackboy you could have another emitter make an invisible dark matter box around sackboy with a lifetime of 4-5 seconds.

There are a few problems with this setup though. You won't be able to throw dangerous stuff at a frozen sackboy as he'll be protected by the invisible dark matter and getting a box small enough to make it look like he's stuck but big enough that it can be emitted around sackboy. Might take a little trial and error.

Anyone got a better solution?
2009-05-18 21:35:00

Author:
Morgana25
Posts: 5983


yeah i thought of that, but then, what happens if you move while its emitting, it could get stuck on you perminantly, you could glitch, etc.2009-05-18 21:41:00

Author:
johnrulz77
Posts: 835


There are a few problems with this setup though. You won't be able to throw dangerous stuff at a frozen sackboy as he'll be protected by the invisible dark matter and getting a box small enough to make it look like he's stuck but big enough that it can be emitted around sackboy. Might take a little trial and error.

Anyone got a better solution?

emmit a tiny piece of invisible, thin layer DM at the point of the sack connected to invisible pieces of rubber on pistons wired up to shrink suddenly when they spawn to the point that ol' sacky can't move. This will get around the box not spawning because sack is in the way.

If you make the box shrink to really small, it may also get around the "protected by invisible darkmatter" issue. Sackboy's hitbox is a little off and so he can be hurt through thin walls. And of course any gas based attacks would still work.

Don't llamas wee on you as a defense (painful childhood memory at the zoo coming back).
2009-05-18 21:43:00

Author:
rtm223
Posts: 6497


If it only has a limited lifespan I don't think it could be permanent but it does run the risk of squishing the player. Rather than a box you could opt for a wall in the direction sackboy is likely to run towards. It would appear as if he were stuck.

I really like RTM's solution though.
2009-05-18 21:44:00

Author:
Morgana25
Posts: 5983


i suddenly got an idea.....2009-05-18 21:49:00

Author:
johnrulz77
Posts: 835


Share?

edit: actually, I have an idea. Once you have sack in a box, you can also spawn some visible goo over the top of him, will like yellow glass or something. That could look cool if the delay isn't too long to make it look tacky.
2009-05-18 21:53:00

Author:
rtm223
Posts: 6497


I don't know if this will work but could you have something emitted that has a player sensor on it with a small radius. If the item gets close enough to sackboy you could have another emitter make an invisible dark matter box around sackboy with a lifetime of 4-5 seconds.

There are a few problems with this setup though. You won't be able to throw dangerous stuff at a frozen sackboy as he'll be protected by the invisible dark matter and getting a box small enough to make it look like he's stuck but big enough that it can be emitted around sackboy. Might take a little trial and error.

Anyone got a better solution?

Well, gas could be used as an attack, since it can go through objects and all.
2009-05-18 22:54:00

Author:
Silverleon
Posts: 6707


Or when sackboy is stuck use the time to destroy some helpful NPCs or to destroy the battlefield so it is harder for sackboy!?2009-05-19 08:03:00

Author:
dkjestrup
Posts: 672


I don't know how people would take being killed while trapped. On the one hand, I appreciate the sadistic joy a creator may feel from knowing players are suffering a slow and agonising wait for death, but if you are going to do that then why not kill them straight up?

I like dkjestrup's idea. My take on this is that you could pin sackboy down and do something (attack, modify landscape etc) leading to a next stage which is possible, but difficult, to accomplish. This way you force them to observe and plan - something missing from 95% of LBP boss fights.
2009-05-19 09:44:00

Author:
rtm223
Posts: 6497


Trapping sackboy in an emitted object is tricky. It requires knowing sackboy's location, direction and movement speed. Otherwise, it will often fail.

There are a few options here.

1) As I wrote on the boss rush 3 thread, you can use magic mouth cutscenes. Sackboy will need to hit circle repeatedly (up to a maximum of 8 times) before he can move.

2) Use a jetpack. You can force sackboy into the foreground using a jetpack. Getting him in an emitted object in this manner tends to be a little easier than straight out emitting something around sackboy. However, it still requires a lot of design.

3) Instead of trapping sackboy, just hinder his movement for the allotted time. Emit a few dozen granular objects on his head and his movement will be severely hindered until he gets out or the lifetime wears off.
2009-05-19 20:51:00

Author:
dcf
Posts: 468


i like your thinking dcf, but it hogs up thermo,
the level is going to have 2 bosses, custom music, and all these special custom gadgets...

i think i need all the thermo i can get... >.<
2009-05-19 23:03:00

Author:
johnrulz77
Posts: 835


I figured it out completely by accident!

I was trying to create a vine attack for my boss rush entry. I selected stone material (green mosaic) and the circle shape. Using a small grid I made a number of one grid size circles of stone. I then tied these pieces of stone together with string.

I dropped it on sackboy and sackboy was able to walk through it without trouble. I then set the string length to be 0 and repeated the procedure. Sackboy was trapped!

Upon further investigation, I found with some rigorous jumping sackboy could escape through the ends. So I made two new circles for the ends, this time using the large grid. I attached them to the rest of the chain with zero length ropes and dropped it on sackboy.

It worked! I decorated the object with some leaf and flower stickers, captured it and dubbed it a "vine net."

Here's a picture of the vine net in action. Note, not only did sackboy survive, but so did a piece of dissolve material (stickered red) he was dragging at the time he got trapped!


http://www.lbpcentral.com/forums/picture.php?albumid=460&pictureid=3899

Poor sackboy, so doomed.

This net is easy to build and modify. It's reliable and easy to hit sackboy with. Just emit it and set the lifetime to however long you want sackboy to be trapped.

So far, I haven't managed to pull sackboy while he's trapped in the net. Applying force to either end stone seems to crush the netted sackboy.

This is probably the best way to do the type of attack you want. Just use stickers appropriate for your theme instead of flowers
2009-05-20 07:06:00

Author:
dcf
Posts: 468


Wow, that's a cool way to get the sackboy stuck. Although, it will be hard to track Sackboy. You can just put a proximity switch near the Scarab and whenever Sackboy tries to get near him he could get trapped if not careful.2009-05-20 08:04:00

Author:
AwesomePossum
Posts: 446


SO could you do this with say chains, and then the direction in would trap him, he could get out if he struggles, but you can also have a release on it?

Also, is there no chance of being squished? Length 0 string between two objects is small enough to crush isn't it?

Anyway, this is an amazing find / discovery. Be sure to let me know when you BR entry is uploaded, wanna check this out.
2009-05-20 08:25:00

Author:
rtm223
Posts: 6497


SO could you do this with say chains, and then the direction in would trap him, he could get out if he struggles, but you can also have a release on it?

Also, is there no chance of being squished? Length 0 string between two objects is small enough to crush isn't it?

Anyway, this is an amazing find / discovery. Be sure to let me know when you BR entry is uploaded, wanna check this out.

I'm not sure if chains would work. The game has a little bit of trouble with objects that are getting pulled in many directions.

I won't say that it's impossible for sackboy to get crushed. In fact, he can definitely be crushed by the larger stones on the ends. (One could fix this problem by putting them on a thin layer, using a 3d sticker to give it depth.) I haven't tried tying one of the larger weights to a winch. I did, however, try putting one over a pit so sackboy would get netted and dragged into the pit by the weight. However, that resulted in him being crushed as the one anchor fell into the pit and confused the game physics and stretching the ropes instead of having the rest slide in. A winch dragging him along flat ground might work. It might even be possible to then drag him to a pit, if there's a thin layer track to keep the anchors from falling in.

The length zero ends up not being length zero because the the string ties of the string end up adjacent to each other, so it's actually 2.5. (but you actually enter 0.0 into the length field). I guess the reason sackboy is not crushed is that the individual pieces aren't heavy enough, but the space between is too small for him to slip through.

A playtest version of the boss is up now.


Wow, that's a cool way to get the sackboy stuck. Although, it will be hard to track Sackboy. You can just put a proximity switch near the Scarab and whenever Sackboy tries to get near him he could get trapped if not careful.

Tracking sackboy is actually fairly straightforward (even more so since the release of Cornish Yarg). Just use a proximity switch and adjust the angle and tie it to an emitter, either directly (to make it instantaneous) or through a logic gate to make it a little fairer.. I've found a good method, using rtm's weak piston, strong winch concept.

[darkmatter]--------[material]
[with key....]...........[with......]
[switch.......]******[key.......]

Set the proximity switch to directional and tie it to both the piston (-------) and winch (********). Set the winch time to 0.1 seconds and the piston time to, let's say 4 seconds for now. Set the magnetic key switch to inverted and 1 and tie it to the emitter that spits out the net.

When sackboy is outside the range of the proximity switch, the piston is contracted and winch are contracted. When sackboy enters the proximity switch the winch will immediately expand (which doesn't do anything) and the piston will slowly expand pushing the magnetic key away. If sackboy stays in the area for 2 full seconds (half the period of the piston cycle), the piston reaches its maximum length, bringing the magnetic key out of range of the magnetic key switch and activating the emitter. However, if sackboy leaves the range of the proximity switch, the piston begins to contract slowly. However, the winch contracts immediately, reseting the device to the starting position. The winch makes it so the time spent in the proximity switch range must be continuous (very important for multiplayer compatibility).
2009-05-20 13:31:00

Author:
dcf
Posts: 468


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