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Auto-jump, high-jump and long-jump

Archive: 11 posts


Couldn't find anything on this, so I don't know if it's been on here before..

Auto-jumping = ala Zelda: Ocarina of Time where Link automatically jumps at the edge of gaps

Long jump and high jump are pretty self explanatory... in Quake III it used to be you could power jump, wall jump, or double jump with well timed rocket blasts.

Anyway...

A jet pack and a canceller right in the same spot will cause sackboy to hop automatically when he walks over it, and depending on his momentum he will launch much further and higher, and if you make him jump at that exact moment he will perform quite a high and long distance super jump.

The nice thing about this, is it's simple, easy to employ, and can be made totally invisible through gassing them and emitting them into minute sizes. You could have a level where the player runs through mindlessly, and no matter how bad a gamer they are sackboy will jump his way to the end lol

I noticed this today while I was trying to find a good spot for my cancel.
2009-05-29 23:18:00

Author:
Unknown User


thats kinda cool Not sure i could really use it lol, but could be handy for those hard to reach places2009-05-29 23:31:00

Author:
Burnvictim42
Posts: 3322


Ah, I've done this before. When Create Pack 1 came out I messed around with all the new things and also descovered this trick. The problem with this is that it doesn't always work to the same distance and the jetpack can end up being equipped.2009-05-29 23:31:00

Author:
S-A-S--G-U-N-R
Posts: 1606


I put up a little race level point grabber whatnot, track and field style for this... I found a way to maximize it's effectiveness ^^^and yeah take care of that problem.

It's a trash level, of course, but find it under my name as Super Jump Track and Field Demo.
2009-05-29 23:50:00

Author:
Unknown User


Yeah, I've discovered that too, and I'm kinda abusing it for a level I'm currently making. Nice find though.2009-05-30 04:20:00

Author:
Recurracy
Posts: 166


Very nice find, and definitely more reliable than a flipper. Shame that you need that ugly clash of X and Jetpack though...2009-05-31 15:27:00

Author:
dawesbr
Posts: 3280


Actually, if you put the X abit further than the jetpack it won't end up equiped, or at least it won't happen with me.
This is indeed helpful, i've implemented it in a level i'm working on as well, kinda cool if you know how to use it.
2009-05-31 18:37:00

Author:
Silverleon
Posts: 6707


me and Gruntos were experimenting with the jetpack and cancellor when Creator Pack 1 was released

There isn't much you can do to make the jump pad without the player being able to get the jet pack by itself
2009-05-31 18:42:00

Author:
Dexiro
Posts: 2100


unless you create a sack-speed detector switch which will emmit the jetpack only if the sack is moving fast enough to not avoid the canceller

Sadly, sack-speed detectors switches aren't very reliable for high speed sacks, making them near to useless.
2009-05-31 18:52:00

Author:
rtm223
Posts: 6497


All I did was shrink the jetpack and keep the canceller the same size. Gassed them both, and put them in the exact same spot on the same plane. You can still get it if you walk extra extra slow and purposefully try to get it... but in application, a full on sprint as intended to vault a player across a ravine should work as applied - especially if you filled the space between the gap with an unnecessarily large gassed canceller to prevent progress forward with a jetpack in hand.

It would all depend on level design. I plan to use this in something... I like the idea of nice long space jumps, or cliff hanger boulder chases ending in the player springing forward off a cliff with a long distance jump... you could even put a gassed set up in a wall to where it's completely invisible but still touchable as the player passes by on foot level.
2009-05-31 19:43:00

Author:
Unknown User


OMG this is perfect for my new level! Thank you so much for sharing this 2009-05-31 20:59:00

Author:
KoRnDawwg
Posts: 1424


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