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#1

Slideshow?

Archive: 6 posts


Lone Ninja Episode 5 is gonna be a "kill stuff" level, and as such, I plan on starting the player out in a "briefing room", then dropping them straight into fightin' type stuff. I'm going to do two new things with this level that I'd like some advice on:

1: The briefing room itself. I'd like to have a "Forward" and "Back" grab switch, attached to emitters, that put up four different narrated slides into the same place, with the Forward and Back buttons reliably taking the player through them in order. I've seen slide shows before, and they seem to work with varying degrees of success. Is this idea too thermo-intensive to bother with? Should I just abandon ship and make the player run past static Magic Mouths?

2: Time Attack. The basic question is: Can a race ender switch be "flown in"? I want players to trip a race, run into a stationary position, and kill off an "attack wave" to trigger the race ender to come to them.

I have a pretty good idea how to engineer this second bit, but I haven't really gotten into it yet, and I'd like to know if anyone has tried something similar and hit a wall.
2009-06-30 15:21:00

Author:
coyote_blue
Posts: 422


1: The briefing room itself. I'd like to have a "Forward" and "Back" grab switch, attached to emitters, that put up four different narrated slides into the same place, with the Forward and Back buttons reliably taking the player through them in order. I've seen slide shows before, and they seem to work with varying degrees of success. Is this idea too thermo-intensive to bother with? Should I just abandon ship and make the player run past static Magic Mouths?

2: Time Attack. The basic question is: Can a race ender switch be "flown in"? I want players to trip a race, run into a stationary position, and kill off an "attack wave" to trigger the race ender to come to them.

1. Usually emitters make the thermo go up really quick, have you tried putting the slides onto a piston that moves whichever way you move the switch? That's what my brother's doing for his upcoming level and it seems to work fine to me.

2. Idk about this one. I was thinking of something like putting a mag switch on each enemy and connect it to a dissolve (one for each enemy) which is on a permanent switch. When all the enemies are destroyed all the dissolve that's in the way of the key on the perma switch touching the mag switch will disappear and when the switch gets activated make the race ender come down with a piston or winch onto the player. The problem is I don't remember if simply making a mag switch disappear will make the dissolve it's connected to disappear.

Another thought, you could connect an invisible rod from each enemy to the dissolve material if they all have brains. I think that would make the dissolve disappear.
2009-07-01 07:38:00

Author:
brnxblze
Posts: 1318


Pistons and slides will have to do it, because anytime I look up how-to slideshows, I end up finding "Tribute" slideshows to some dude I don't know's friends.

I dig what you're saying on the emitters, too. With a huge waterfall and a boss, Episode 3 is about thirty seconds long.
2009-07-01 14:41:00

Author:
coyote_blue
Posts: 422


Actually, emitters CAN be efficient depending on how you use them. All they do is calculate the amount of thermo the object connected to it will use multiplied by the # that can be emitted at once.

So, if you take a small triangle and set it to be emitted 1 at once, it's pretty efficient.

The biggest mistake people make with emitters is having the # that can be emitted at once higher than they need.

(some good examples are my Splat Invaders levels - they're pretty big AND both contain literally hundreds of emitters)
2009-07-01 15:11:00

Author:
CCubbage
Posts: 4430


Im probably not qualified to help with the slide show bit,

but finish lines work just the same as anything else, you can move it however you want
2009-07-01 18:06:00

Author:
redmagus
Posts: 667


Knowing that ahead of time IS helpful, redmagus, thanks! And I'm right there with you on switches...I don't know what they do until I find them when I'm trying to do something else.

And CCubbage, thank you for the intel on emitters. I could probably tweak a lot of my previous levels...though the way Cool Levels works, it's kind of a sucker move to add to old levels when you still have room to make new ones.
2009-07-02 04:52:00

Author:
coyote_blue
Posts: 422


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