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Dessert Bomb Survival
Archive: 10 posts
I am making a bomb survival map. You know the ones where the timer bomb drops and blows up the ground and you have to survive? I need help with two things: -I need to know how to make it so when you spawn, the spawn gate goes next to the end level gate and I need to know how to do that -I also need to know how to make it so bombs drop at diferent times (my idea is placing two blocks with a piston on them and glue one of them to the ground and put magnetic key switches leading to emmiters to spawn them) but I need an easier/better way to make them fall | 2009-06-17 04:36:00 Author: LittleBigGamer Posts: 48 |
Dessert! Awesome! So are we going to have explosive 'Bomb'ana Splits, and Rocket Propelled Ice Cream? Lol, but seriously, ask DefMunky, he's the master of this stuff. | 2009-06-17 04:49:00 Author: Kog Posts: 2358 |
Wow , put me down for a Nuclear Knickerbocker Glory please | 2009-06-17 10:30:00 Author: mistervista Posts: 2210 |
Moved to Help. | 2009-06-17 10:38:00 Author: Killian Posts: 2575 |
For the checkpoint, you can either just move it on a piston, or open a trapdoor or something so that the next time you spawn, you are going to fall onto the scoreboard. Alternatively, I think (can't remember right now), if you crush all checkpoints in the level you end up at the scoreboard. Easier than crushing is to attach the CP to a piece of darkmatter via a flipper piston with max length of >400, then hit it with a 1-shot signal. For the second section, it sounds like you want some randomisation? Or are you just looking for a periodic timer? Feloneouscat has a nice pseudo-random signal generator in his flickering lights level that could probably be adapted for you purposes. Remeber that randomisation in LBP isn't actually possible, so you will need to seed it in some way. | 2009-06-17 11:24:00 Author: rtm223 Posts: 6497 |
Remeber that randomisation in LBP isn't actually possible, so you will need to seed it in some way. In computers, seeding is usually done by using time, which unfortunately isn't possible in LittleBigPlanet. So what most people do instead is use the most random factor they can find, the player. If you're level has a set-up area for the player before they are actually dropped into the game, place a speed switch there connected to the random generator. The player cannot make identical movements and timing every time, so they will have a different experience each time. | 2009-06-17 11:35:00 Author: BSprague Posts: 2325 |
In computers, seeding is usually done by using time, which unfortunately isn't possible in LittleBigPlanet. So what most people do instead is use the most random factor they can find, the player. If you're level has a set-up area for the player before they are actually dropped into the game, place a speed switch there connected to the random generator. The player cannot make identical movements and timing every time, so they will have a different experience each time. Well, this is using time to seed but yeah you are right, this is the best way to seed in LBP. Something else you can add to it is a speed controller into your randomiser. Set it going really really fast during seeding period, while it is deactivated, then when you activate it, slow it down to the proper speed. This will mean that even a fractional second variation in your player's set up time will have a significant difference on the starting point of the generator at activation time. | 2009-06-17 11:41:00 Author: rtm223 Posts: 6497 |
For the checkpoint, I think (can't remember right now), if you crush all checkpoints in the level you end up at the scoreboard. If you crush them all then it's like running out of lives and you get the "Replay Level or Continue" prompt but never get to the scoreboard. | 2009-06-17 14:23:00 Author: v0rtex Posts: 1878 |
If you crush them all then it's like running out of lives and you get the "Replay Level or Continue" prompt but never get to the scoreboard. Nope, I have several levels where after the player spawns, the checkpoint is destroyed. When they die (if it isn't a glitched level), they go to the scoreboard. At one point I did have a bug where it would just end the level when the player died, but I think MediaMolecule must have fixed that, because it works fine now. | 2009-06-17 17:27:00 Author: BSprague Posts: 2325 |
Nope, I have several levels where after the player spawns, the checkpoint is destroyed. When they die (if it isn't a glitched level), they go to the scoreboard. At one point I did have a bug where it would just end the level when the player died, but I think MediaMolecule must have fixed that, because it works fine now. Oh - cool. I've not tried it in many months, so probably so. Thanks for the update. And sorry for the misinformation. :blush: | 2009-06-17 17:57:00 Author: v0rtex Posts: 1878 |
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