Home LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run LittleBigPlanet 1 [LBP1] Ideas and Projects [Archive]
#1
Solid Light!
Archive: 14 posts
This idea came to me randomly while i was messing about on create xD It's light that you can walk on as if it's solid! And when you turn the light off you can just fall through Here are a few ideas that i had for it: http://spamtheweb.com/ul/upload/220509/76893_Solid_Light.jpg Only problem is executing it without limiting anything! Things that might not work - With the way that emitters work i'm not sure whether it'd be possible - i need the platform to appear when the switch is on, and disappear when it's off - Another way of doing it would to move the invisible platforms in/out of the light using a piston, but that would limit a lot of things and it'd be almost impossible to move the light around and have it still working Things that work - You can take away the puzzle element and just have the light toggle on and off by itself with the emitter in sync - You can get solid light that doesn't turn off at all easily by glueing invisible rubber/DM to it ___ Feel free to try this idea out! Oh and tell me if you think you can get it to work (can you get invisible dissolve??) | 2009-05-22 21:38:00 Author: Dexiro Posts: 2100 |
sounds pretty cool and you can get invisible anything. You just have to resize the material- if you hold it at an angle you can resize pretty much anything (thanks to silverleon for that tip). | 2009-05-22 22:39:00 Author: Burnvictim42 Posts: 3322 |
I've never been able to invisible anything but rubber and dark matter. And glass I think maybe. | 2009-05-22 22:45:00 Author: Loius Posts: 342 |
It's possible to make dissolve material thin enough that it will turn invisible. You have to do it with the corner editing tool, IIRC. (drawing it with a really small square doesn't work) The trick would be to stick a magnetic key switch on it so you can use an emitter to spawn a magnetic key when the light turns off, and hook that switch up to the dissolve material. Then you can emit that object when the light turns on. The light turns on, an object made of very thin dissolve material is spawned by an emitter. The light turns off, an object with a magnetic key on it is emitter where that object can sense it and cause it to dissolve. It could work but messing with invisible pieces of materials is sort of a pain. | 2009-05-23 04:04:00 Author: phort Posts: 74 |
I can use my new glitch to make dissolve invisible without it needing to be thin not sure if it'll let me attach a wire to it though ah nevermind, figured out how to do it! works perfectly ^^ now i just have to stick it on a light and see if the emitters will emit it properly Edit: Made a quick demo Search 'Tech Demo: Solid Light' it took quite a lot of logic stuff, i doubt i'd be able to use them a lot in a level unless i find a better way of doing it oh well, this is the best i have for now | 2009-05-23 04:07:00 Author: Dexiro Posts: 2100 |
There is a level called "Sci Fi World 2" that uses a lightsaber with a light. The lightsaber cuts through many things, but if it hits you, you die like if you would hit the harmful gas. You could ask him how he did it, or just experiment a little bit.. | 2009-05-23 19:56:00 Author: QuAcKeRz12 Posts: 176 |
You could just set the emitter to spawn something every 0.1 seconds, and make there life only 0.1 seconds, this will make a 'disappearing' noise, but it would work pretty easily! | 2009-05-24 05:52:00 Author: Kog Posts: 2358 |
You could just set the emitter to spawn something every 0.1 seconds, and make there life only 0.1 seconds, this will make a 'disappearing' noise, but it would work pretty easily! doesn't work you can easily just walk through it, because the moment you walk into the wall it'll stop emitting until you move out of the way | 2009-05-24 11:29:00 Author: Dexiro Posts: 2100 |
I've already done this. A made a light bridge which had an on/off switch. Emmitting something every 0.1 seconds doesn't work properly because you can still fall through it. Instead, you can emmit the physical part of the bridge when the switch goes on. Then to turn it off you can move the emmitter off screen and emmit it again. If the emmitter is set to max 1 at a time then the oringinal dissapears. This means you have nearly no logic - it's just an emmitter on a piston near enough - and you aren't limited by having disolve which means grabbable light, which just feels wrong to me (solid non-grabbable light on the other hand, that makes total sense). | 2009-05-24 12:29:00 Author: rtm223 Posts: 6497 |
thanks! i'll give that a try You could have the emitter on a wobble bolt too if there isn't space for a piston | 2009-05-24 12:54:00 Author: Dexiro Posts: 2100 |
problem I see with a wobble bolt is that you aren't going to move it very far. But in this case, as long as it's out of the players' reach and invisible you should be fine - I'm using this for a whole bunch of stuff where the emmitted / demitted object has to move a fair way to get it out of view! Anyway, you have prompted me to actually make my "demitters, remitters and disolve anything" tech demo, so thanks, I've been meaning to do this for a while. | 2009-05-24 13:10:00 Author: rtm223 Posts: 6497 |
yeah i guess the wobble bolt wouldn't work if you were emitting an entire room like in your tech demo xD i'm only working with invisible walls though another idea would be, instead of 'demitting' the object out of view, you could emit it to another part of the level. For example have the wall disappear from infront of you and appear behind you | 2009-05-24 14:58:00 Author: Dexiro Posts: 2100 |
I've done similar stuff before - Light-bridges/lifts/etc, another good effect is to have invisible, flaming dark matter appear, to give a better laser effect (because constantly emitted plasma balls look dumb... | 2009-05-24 15:28:00 Author: dawesbr Posts: 3280 |
My friend did something like this in his Invisilevel(i think that's what it's called). It's not an amazing level but it has some neat tricks in it, so it's worth checking out. His PSN is: tpshrine | 2009-05-24 17:48:00 Author: Walter-Kovacs Posts: 542 |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.