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Character Selection

Archive: 7 posts


Hi All,

I just published a new level using a character selection tool I created. Basically, it's an opening screen where the players (1-4) get to select powers they can use during the level. The tool records their choice and creates some special effects. I've got a F4F thread (http://www.lbpcentral.com/forums/search.php?searchid=463691&photoplog_searchinfo=1) for the level in general but I figured I'd post this here to specifically show off the character selection tool.

http://www.lbpcentral.com/forums/picture.php?albumid=465&pictureid=4182

http://www.lbpcentral.com/forums/picture.php?albumid=465&pictureid=4183

Basically, the way it works is the sticker switches are attached to dissolve blocks painted black with metal plate stickers on them. This frees the lift because the dissolve was glued to the background. Sackboy can then get on the lift by stepping on its button causing it to rise up. A proximity all switch detects when all the sackboys are on the top of lifts. When this happens the ceiling fixtures descend, trapping sackboy inside the compartment. This engages one of two cart keys, which create a light show. While this is happening, the mechanism uses magnetic keys attached to the lifts and ceiling pieces to determine which lifts have sackboys on them. They then emit a permanent key in a specific location. That permanent key activates a switch so the level knows which ones were selected. As soon as this happens, the elevators are irreversibly disabled so the system can't be cheated by an additional selection. Also, to help people that don't use stickers, you can move through it without choosing a character. A warning message will pop up, but it lets you go through and play the level anyway.

I'm currently working on a second version of the tool for flying levels. The basic concept is the same, but now the idea is that it loads sackboy into a flying pod (which looks like a cardboard pod before you decorate it). Each one is slightly different depending on the selection. The attacks, health, bombs, etc.

http://www.lbpcentral.com/forums/picture.php?albumid=465&pictureid=4184

I haven't finished it so it isn't pretty yet. The insides can still be seen. In the final version you will just enter the compartment and descend, only to reappear in the bottom inside your ship.

The big trick with this one was getting sackboy reliably into the ships. I wish I found some awesome way, but really it was just a lot of tweaking. The compartment sackboy enters has walls on the sides that move inward, squeezing sackboy. He doesn't know this because there's a cover blocking his line of sight. This gets sackboy immobilized so he can't move around. The compartment then moves down, coming into contact with a jetpack. When this occurs the cover, which is dissolve, vanishes, so sackboy jumps forward a plane into the ship. He is then trapped inside the ship, which is on a stiff piston and moves down. Once it moves down far enough, the piston, which was attached to another dissolve block vanishes, freeing the ship. The unused ships are popped at this time.

The ships themselves are fairly complex. Here's the circuit that controls the weapons:

http://www.lbpcentral.com/forums/picture.php?albumid=448&pictureid=4133

This allows sackboy to control the ship weapons with a single grab object. It has two grab switches, one set to 1 and the other set to direction. This makes it so there can be two attacks. One for rapid pressing R1 and the other for holding R1 down. I've also placed a weapon upgrade system, represented by the red button. Before this is activated, the ship shoots 1 paintball every time sackboy hits R1. There is no effect from holding down R1. When the upgrade is activated, sackboy shoots 2 shots from the ship everytime he presses R1. If he holds R1 down long enough, a super weapon charges, which activates when he releases R1. At this point a massive attack with many paintballs occurs AND sackboy's ship loses the weapon upgrade. I've designed the circuit so it works in multplayer. Each ship has its own weapon circuit.
2009-06-03 20:42:00

Author:
dcf
Posts: 468


Very nice work (final image link broken, by the way). I think I understand how it works - sackboy presses sticker, lift appears, sackboy goes up. Keys analyse where the sackboys are, and change the system accordingly (sounds simple when it's said like that O.o)?2009-06-04 20:23:00

Author:
dawesbr
Posts: 3280


Most. Awesome. Thing. Ever.2009-06-04 20:48:00

Author:
KoRnDawwg
Posts: 1424


very good job there. I really like how you've used it in your level(s) too.2009-06-04 22:48:00

Author:
Burnvictim42
Posts: 3322


Very nice work (final image link broken, by the way). I think I understand how it works - sackboy presses sticker, lift appears, sackboy goes up. Keys analyse where the sackboys are, and change the system accordingly (sounds simple when it's said like that O.o)?

Pretty much that's how it works. However, I also have a lot of error checking to prevent cheating/bad readings.

The link for the pic should now be fixed.
2009-06-05 00:42:00

Author:
dcf
Posts: 468


yup, the link is fixed.2009-06-05 01:13:00

Author:
Burnvictim42
Posts: 3322


Hehe, your description of the flying unit sounds like an earlier version of the stuff I've been working on. I initially tried using outside mechanics from the actual unit, but it doesn't lend well to multiple respawns. As for getting into the machine, there's an easier way granted placement must be precise.2009-06-15 04:54:00

Author:
gevurah22
Posts: 1476


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