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#1

need help with creating a sort of boss enemy

Archive: 16 posts


alright. so im making a sort of boss enemy for my level. i dont need it to be too complex.

right now, it just shoots impact bombs at you. you have no way of killing it (which is where i need help). i need a way for you to get to an upper area, about level with his head (he's pretty tall). my idea was to have him fire balloons too at some point, so you could grab on to them and ride them to the top area. to do this, i would need to make him fire bombs for a bit, then fire a couple balloons, then go back to bombs, etc etc.

basically, my question is: is there a way to make an enemy alternate between shooting bombs for a bit, and then a couple of balloons?

if its possible, i need a way to do this without using very complex logic, as im not very good when it comes to logic

thanks in advance :]
gofurr
2009-06-18 05:24:00

Author:
gofurr360z
Posts: 886


This is a good test for me, since I have looked at a lot of logic tutorials lately.

So, do you want the type of shots your boss shoots to be random, or do you want him to shoot so many of one type of thing and then so much of another?

Right now, I am thinking of a solution for both.
2009-06-18 05:37:00

Author:
blacknumbers
Posts: 79


i want him to shoot so many of the bombs, and then only a couple balloons.

thanks for the help :]
2009-06-18 05:44:00

Author:
gofurr360z
Posts: 886


i want him to shoot so many of the bombs, and then only a couple balloons.

thanks for the help :]

Well, I am TRYING to help....this actually seems difficult.

However, I think I have a general idea about it.

Let me think about it for a while, and I will get back to you with hopefully a diagram.
2009-06-18 05:47:00

Author:
blacknumbers
Posts: 79


have a magnet key on a piece of material (wood/cardboard) and attach it to a piston. Set the piston for a "pause" time that's as long you want each set of weapons to fire. Now have a magnetic switch on each end, one attached to the emitter(s) for the bombs, and the other for the emitter(s) for the balloons.2009-06-18 05:49:00

Author:
ZipCity
Posts: 208


I'd just use a crude state changing switch, very simple to make. Place a thing of dark matter with a key switch on it, set to inverted. when there is no key around, the boss shoots bombs via emitters etc. Set up another key switch regularly, and hook this up the balloons. Put an emitter to emit a key on a block that lasts as long as you want it to fire balloons, and the remitting time is how long you want a gap between them (remember, the time is the remitting time minus the time the block lasts).2009-06-18 05:50:00

Author:
Burnvictim42
Posts: 3322


hey, thanks for the tips ZipCity, and burnvictim. ill have to try them sometime tomorrow. ill post back with what i did then.2009-06-18 06:20:00

Author:
gofurr360z
Posts: 886


Yeah, I agree with burnvictim here. Go with the emitter so you can easily control the frequency and lifetime. One switch inverted and the other normal hooked to the balloon and bomb emitters will do the trick.2009-06-18 12:51:00

Author:
dcf
Posts: 468


http://i389.photobucket.com/albums/oo334/gnomedance/lbpdiagram-1.png

Green Box(s) - Drak Matter
Tan Line - Piston
Yellow Box on Piston - Sponge (can be really anything you want)
Little Light Green Box on Sponge - Green Magnetic Key
Little Light Red Box on Sponge - Red Magnetic Key
Little Light Green Circle on Dark Matter - Green Magnetic Switch
Little Light Red Box on Dark Matter - Red Magnetic Switch.
White Box - Set of emitters (Don't know why I made it a white box)

Ok, so this is how it will work:

The piston will extend out to the red switch and activate one of the emitters on your box, activating the rockets. It will then contract to the green magnetic switch, activating the other emitter. You can increase the speed of the piston to increase the speed at which he shoots each type of projectile.

Listen closely to this:

At that rate, it will just keep activating the emitters back and forth. You can line up so many dark matter/red switch boxes and so many dark matter/green switch boxes to get how many of each emitter will shoot. For this contraption, I advise you doing so.

However, yeah, I think the other guys (ZipCity and burnvictim) Did a better job of advice, because they actually told you the best way. You should better try their idea over mine. It's just that I have always had a problem timing emitters just right.
2009-06-18 15:54:00

Author:
blacknumbers
Posts: 79


i tried out zipcity's idea. it works great, but there are a few minor bugs with it... sometimes while the balloons are being emitted, the bombs start firing and block the balloons. i cant figure out a way to stop this from happening. i think i need to make the balloon firing period longer by making the range of the keyswitch bigger. ill try to fix this later.

burnvictim, i think i understand how youre saying to do it, but i cant get the emited key to work properly for some reason. i think this should work well, but when the key gets emitted, the wires arent connected.

blacknumbers, i get how this one will work. ill try that technique out later today as well, and hopefully it will work good. the diagram really helps. but i dont see the yellow box (the sponge). is this supposed to be connected to the end of the piston, with the keyswitches connected to this?
2009-06-18 21:29:00

Author:
gofurr360z
Posts: 886


blacknumbers, i get how this one will work. ill try that technique out later today as well, and hopefully it will work good. the diagram really helps. but i dont see the yellow box (the sponge). is this supposed to be connected to the end of the piston, with the keyswitches connected to this?

Yes, sorry. I forgot to put the sponge there. I meant to, but it was late at night and I have been staying up 70 something hours straight, lol.

But anyway, yes, the sponge was supposed to be there.
2009-06-18 22:57:00

Author:
blacknumbers
Posts: 79


burnvictim, i think i understand how youre saying to do it, but i cant get the emited key to work properly for some reason. i think this should work well, but when the key gets emitted, the wires arent connected.


That's because you are just supposed to emit the key. The switches should already be in place
2009-06-19 01:30:00

Author:
dcf
Posts: 468


I accidentally saved over my boss logic tutorial... I'll send you the piston box itself if you add me.2009-06-19 02:22:00

Author:
Unknown User


it was a great tutorial level. don't forget me Wz2009-06-19 02:47:00

Author:
CENTURION24
Posts: 266


That's because you are just supposed to emit the key. The switches should already be in place

i wasnt emitting the switches, only the key. but its okay, i got it to work with the other ways of doing it

NinjaMicWZ: ill add you if you want, but there's no need to send me it. thanks anyways. the boss works fine now. i just need to finish the level XD

blacknumbers: i got this to work too. i think this is the best way so far. unless i can get burnvictim's to work (and end up liking this way better), i think ill stick with your way. thanks.
2009-06-19 03:17:00

Author:
gofurr360z
Posts: 886


blacknumbers: i got this to work too. i think this is the best way so far. unless i can get burnvictim's to work (and end up liking this way better), i think ill stick with your way. thanks.

Your Welcome.

I'm glad you tested it. I also wanted to know if it worked when you brought up the question. Since I suck at making levels with challenges (Yes I suck at making levels that bad, as of right now...), I wanted you to test that out not only for yourself, but for me. Mostly for you though, lol.

Hope you have fun!
2009-06-19 04:20:00

Author:
blacknumbers
Posts: 79


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